Automatic game play

ABSTRACT

A game may be played in accordance with a variety of different strategies. For example, a game may have an aggressive strategy, a passive strategy, an optimal strategy, and so on. In some embodiments, a player may delegate one or more gaming decisions to an automated process that makes decisions according to one or more gaming strategies.

CROSS REFERENCE TO RELATED APPLICATIONS

This application is a continuation of U.S. patent application Ser. No. 14/156,939 filed Jan. 16, 2014, which is a continuation of U.S. patent application Ser. No. 13/290,346 filed Nov. 7, 2011 (now U.S. Pat. No. 8,636,575 issued on Jan. 28, 2014), which is a continuation of U.S. patent application Ser. No. 11/680,764, filed Mar. 1, 2007 (now U.S. Pat. No. 8,070,582 issued on Dec. 6, 2011), which are hereby incorporated by reference herein in their entireties.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 shows a system according to some embodiments.

FIG. 2 shows a casino server according to some embodiments.

FIG. 3 shows a terminal for use by a secondary player, according to some embodiments.

FIG. 4 shows a gaming device according to some embodiments.

FIG. 5 shows a monitoring device (e.g., camera, card reader) according to some embodiments.

FIG. 6 shows a database entry including various information about a game (e.g., date, time, outcome, player, bet amount)

FIG. 7 shows a database entry including various games played by a player.

FIG. 8 shows a touch screen display for entering betting information and tracking the progress of a game, according to some embodiments.

FIG. 9 shows a touch screen display for entering betting information and tracking the progress of a game, according to some embodiments.

DETAILED DESCRIPTION

In various embodiments, a gaming device may initiate and/or conduct a series of games for a player in an automatic fashion. During the series of games, no player input may be required. Prior to the series of games, the player may describe rules or parameters according to which the games will be played. The player may thereby configure the gaming device to use these rules or parameters. The parameters may include: (a) the number of games to be played; (b) the time to play each game; (c) the time to play the whole series of games; (d) the amount to wager on each game; (e) the strategy to be used in each game; (f) a criterion or criteria for when to stop playing automatically; (g) a criterion or criteria for when to seek player input; (h) the type or types of games to be played; (i) the gaming device or devices to be used for conducting the game (e.g., for generating game outcomes); (j) the manner in which outcomes will be communicated to the player (e.g., the outcomes may be displayed; e.g., the outcomes may be printed on a paper for the player); or any other parameters.

In various embodiments, a gaming device may be configured to use a particular strategy for a particular period of time. The particular strategy may be an optimal strategy. In various embodiments, a strategy may be optimal in the sense that it maximizes a player's expected winnings for a game once the game has been started. The particular strategy may be a strategy which allows for the highest possible payout. For example, in a game of video poker, one strategy may be to always pursue the royal flush. In various embodiments, a player may configure a gaming device to play optimal strategy for the next ten minutes. In various embodiments, a player may configure a gaming device to play blackjack using basic strategy for the next 20 minutes.

In various embodiments, a gaming device may be configured with a frequency of play. For example, the gaming device may be configured to play 10 games per minute. A gaming device may similarly be configured to have a particular period of time between games. For example, a gaming device may be configured to initiate each new game ten seconds after the last game was initiated. A gaming device may be configured to play a game of a certain length. For example, a slot machine may be configured so that the reels take 10 seconds before they stop spinning.

In various embodiments, a gaming device may be configured to play for some length of time. For example, the gaming device may be configured to conduct games for the next 45 minutes. In various embodiments, a gaming device may be configured to play games until some amount of money is won or lost. For example, a gaming device may start with a player bankroll of $50. The gaming device may be configured to keep playing until either the bankroll reaches $75 (and thereby $25 has been won) or until the bankroll reaches $25 (and thereby $25 has been lost). In various embodiments, the gaming device may cease playing even though an amount won or lost (or a bankroll) has not reached an exact threshold. For example, having started at $50, a bankroll may reach $25.50 at a dollar-denomination machine. The machine may stop playing because one further bet would risk leaving the bankroll at $24.50, which is below the lower limit for which the gaming device has been configured.

In various embodiments, a gaming device may be configured to play optimal strategy for some percentage of the games played. For example, a gaming device may be configured to play optimal strategy in 80% of games played. Thus, for example, the gaming device may randomly determine, for each game, whether it will use optimal strategy. If random determination may be made such that there is an 80% likelihood that optimal strategy will be used (e.g., there is a biased drawing made to determine whether optimal strategy will be used. In various embodiments, a gaming device may be configured to play optimal strategy for some percent of the time. For example, for the first 60% of a period of time during which a gaming device is playing automatically, optimal strategy may be used. For the remaining 40% of the time, some non-optimal strategy may be used. In various embodiments, using a strategy that is not optimal does not necessarily mean that a gaming device won't make the same decision that would have been made had it been using optimal strategy. In various embodiments, two different strategies may sometimes yield the same decision.

For example, a strategy to maximize expected winnings may sometimes yield the same decision as a strategy to always shoot for the highest possible payout.

In various embodiments, a gaming device may be configured to pursue a first strategy (e.g., optimal strategy) for some percentage of time or for some percentage of games played. During the times or the games when optimal strategy is not used, some other strategy may be used. The other strategy may be a strategy which attempts to obtain the largest possible payout, whether or not obtaining such a payout is a remote possibility. The other strategy may be a strategy which always seeks to obtain a payout above a certain level. For example, one strategy in video poker may be to maximize the chances of receive a flush or better.

In various embodiments, a gaming device is configured to play a sequence of games automatically. Playing games automatically may include making strategy decisions. However, in various embodiments, a gaming device may halt the automatic play of a game and wait to receive a player input to the game. The player may then provide an input. The input may indicate a strategy to pursue in a game. For example, the input may indicate which cards to hold in a game of video poker, or whether to hit or stand in blackjack. A gaming device may halt automatic play to allow for player input for various reasons. A gaming device may halt automatic play if: (a) two possible decisions are equally valid according to some strategy (e.g., if two possible decisions both lead to the same expected winnings for the player); (b) a possible payout for a game is larger than a predetermined threshold (e.g., if a possible payout for a game is more than 500 times the amount wagered); (c) a large payout has more than a predetermined probability of occurring (e.g., if a royal flush has more than a 1% chance of occurring); (d) a winning payout is certain to occur (e.g., if a player has received three cards of the same rank in the first five cards dealt in a game of video poker, the player may be allowed to complete the game manually to experience the pleasure of winning); (e) if the gaming device has been configured to stop for any particular outcome or intermediate outcome (e.g., if the gaming device has been configured to stop automatic play when there are two aces dealt to a player in a game of blackjack then the gaming device may actually stop automatic play when two aces are dealt to a player in a game of blackjack); or any other circumstances or criteria dictate that the gaming device should halt automatic play. In various embodiments, automatic play may stop so that a gaming device may accept a player decision. However, automatic play may resume once a player has made his decision, in various embodiments. In various embodiments, after automatic play has stopped, a player must explicitly indicate that he wishes for automatic play to resume. For example, the player may press a button that says “resume automatic play”. Other wise the player may continue to initiate games and make decisions manually.

In various embodiments, automatic play may be halted upon any event or sequence of events. A sequence of events may include a sequence of outcomes. Automatic play may be halted if, for example, the player wins on five games in a row, the player loses on five games in a row, the player wins more than a predetermined amount of money in a some number of games (e.g., if the player wins more than $50 in ten hands), a particular card occurs in a predetermined number of games in a row, a particular outcome occurs in a predetermined number of games in a row, or upon any other sequence events or pattern of events. Further patterns are described herein, and various embodiments contemplate that automatic play may be halted upon the occurrence of any particular or designated pattern or sequence of events.

In various embodiments, automatic play may be paused for some period of time to allow for player input. However, if the player has not provided input after some period of time, the gaming device may automatically determine an input. For example, the gaming device may determine an input according to optimal strategy. In various embodiments, a halt or a pause in automatic play may be emphasized with a beep, vibration, or other alert. For example, a beep may signify to the player that he must make some decision in a game and that he can not sit back and watch games proceed automatically. Similarly, a vibration on a mobile gaming device may alert a player to take the mobile gaming device out of his pocket because his input is required. In various embodiments, a player may set the preference as to the type of alert that will be provided to him. In various embodiments, when automatic play stops, the gaming device may display or otherwise communicate a message to the player. The message may say that input is requested from the player. The message may further indicate the amount of time that the player has to provide an input (e.g., before automatic play is resumed). In various embodiments, when a player is asked for a manual input, the player may have an option to tell the gaming device to make its own decision. For example, a button may read “Keep playing”. Pressing such a button may cause the gaming device to determine a decision. The decision may be made according to any particular strategy, such as according to optimal strategy.

In various embodiments, a gaming device may halt automatic play. However the gaming device may halt automatic play only to allow a player to view the state of the current game. The gaming device may, after some period of time, resume automatic play. In various embodiments, upon a halting or pausing of automatic play, a player may have the opportunity to interject and make his own decision. For example, a player may press buttons which are ordinarily indicative of a player strategy. For example, a player may press buttons underneath cards dealt in a game of video poker, indicating the player's desire to hold the cards. By pressing such buttons, the player may override the decision process of the gaming device and cause his own decisions to be registered in the game. In various embodiments, a player may override the decisions of the gaming device at any point, not just when the gaming device has paused. For example, the player may at any point during automatic play press a button which says “stop”. The player may then have the opportunity to input his own decisions. The player may later press a button labeled “resume” or the like. Automatic play may thereupon resume.

In various embodiments, a gaming device may make decisions automatically. However, the gaming device may seek confirmation from the player. Upon learning of a decision (e.g., because an indication of the decision is displayed on the screen of the gaming device), a player may have the opportunity to press a button (or provide some other input) to stop the gaming device and instead to cause the gaming device to make a different decision. In various embodiments, a gaming device may make automatic decisions. The gaming device may allow some period of time (e.g., 3 seconds) for the player to override a decision. However, if there is no input from the player, the gaming device may proceed to generate the remaining part of the game stemming from the decision.

In various embodiments, when automatic play has been halted or paused, the player may have the opportunity to specify a new strategy to be used. When automatic play is subsequently resumed, the new strategy may be employed.

In various embodiments, when a player elects to bet on some number of games, such games may be generated and conducted for the first time for the player. In various embodiments, when a player elects to bet on some number of games, such games may include games that have already been played by other players (e.g., by primary players). Thus, for example, a player may elect to bet on 100 games. A casino server may then select 100 games that have been previously played. The selection may be random. If such games were winning for the player who originally played them, the current player may win as well. If such games were losing for the player who originally played them, the current player may lose as well. In various embodiments, a player may elect to play some number of games. A casino server may then use games that are currently being played or about to be played. For example, the casino may use games that are played at video poker machines around the casino. The player may participate in such games and may win if those games result in a win for the player side, and may lose if those games result in a loss for the player side. In various embodiments, a player may bet against a primary player, and may e.g., win when the primary player loses and lose when the primary player wins. Thus, it will be appreciated that when a player selects some number of games in which to participate, the games may be generated for the first time for that player, or the games may be games that have been or will be played by others.

In various embodiments, two or more players may wish to engage in automatic play. For example, both players may wish to have 50 games played automatically by the players' respective gaming devices. The players may, in various embodiments, participate in the same games. The common games played may, for example, come from other players around the casino. In various embodiments, the casino may have a data feed of game results from around the casino. The data feed may go to the gaming devices of players who wish to play automatically, and may thereby allow such players to participate in games from around the casino. In various embodiments, when players participate in a common set of games, the players may participate in such games out of order. For example, player A may participate first in game X and then in game Y. Player B may participate first in game Y and then in game X.

In various embodiments, a number of interfaces may be associated with automatic play. Input buttons may allow a player to override a strategy, to tell a gaming device to halt automatic play, to tell a gaming device to resume automatic play, to indicate a particular strategy to be used, to indicate the parameters using which a gaming device should initiate a session of automatic play, and to perform any other function. In various embodiments, a player may be required to make two button presses to override a strategy suggested by the gaming device. The two button presses may include pressing each of two different buttons, or may include pressing the same button twice (e.g., double clicking). In this fashion, there may be a reduced chance that a player automatically overrides a good decision of the gaming device. In various embodiments, a wheel, such as a thumb wheel, may allow a player to vary the speed of automatic play. For example, the player may move the wheel one way to increase the speed of play, and may move the wheel the other way to decrease the speed of play. In various embodiments, a button may be used to indicate that a gaming device should proceed with automatic play, such as after the gaming device has paused.

In various embodiments, every game played could be an entry into a drawing. The faster games are played (e.g., in an automatic play mode), the more entries a player may receive. Drawings may be done at certain times, e.g., at 4:00 every day or at random times. Thus, players may be encouraged to play games at a more rapid pace (e.g., to have games played automatically at a more rapid pace) so as to accumulate plenty of entries by the time any random drawing occurs. In various embodiments, cards received in games may constitute entries into a drawing. A player may win if the cards he has received in a game match the cards drawn in a drawing. As will be appreciated, other game indicia may serve as entries into a drawing, where indicia drawn may be compared to indicia received from players entering the drawing. In various embodiments, games played, cards received, or other indicia received may serve as entries into a drawing. In various embodiments, a meter may indicate to a player how many hands he has played, how many cards he has received, and/or how many other types of indicia he has received. The meter may thereby indicate to the player how many entries he has in an upcoming drawing. The player may be encouraged to play more rapidly so as to watch the meter go higher.

In various embodiments, a jackpot, such as a progressive jackpot, may receive as contributions portions of bets made from automatic play. Thus, automatic play may cause a jackpot to grow in size. Players who participate in automatic play may also have the opportunity to win the jackpot, such as the progressive jackpot. Thus, players may have additional incentive to engage in automatic play.

In various embodiments, a particular area of a casino includes facilities to allow secondary players to monitor primary players at one or more games throughout the casino, or at one or more games beyond the casino. The area of the casino may include one or more monitors. Such monitors may be small or large. Large monitors, for example, may be visible to multiple secondary players. Small monitors may be visible to individual secondary players. Further, the individual players may customize the small monitors so as to view the primary player of interest, a statistic of interest, a game of interest, or anything else of interest. The monitors may display various information. Monitors may display video feeds from games. For example, a monitor may show a video feed of a blackjack game which is in progress. Monitors may recreate game outcomes. For example, a monitor may show a rendition of a slot machine game that has been or is being played by a primary player. Monitors may also show statistics. For example, a monitor may show the total amount of money won by a primary player in the last hour, the number of times a particular dealer has busted in the past half hour, the number of consecutive times red has come up at the roulette wheel, and so on. In various embodiments, a monitor may show betting rules, odds, payout ratios, and other information which may apply to bets made by the secondary player. For example, a monitor may indicate that a secondary player can win a payout at odds of 1:1 by for betting that a primary player will get red in roulette, and that the secondary player can win a payout at odds of 16:1 for betting that a primary player will get red four times in a row at roulette.

In various embodiments, an area of the casino may include facilities for betting on one or more games being monitored. For example, terminals may allow secondary players to place bets on a game, e.g., on a game which is being monitored. The terminal may include keys, acceptors for charge cards (e.g., for credit cards or debit cards), acceptors for currency or gaming chips, acceptors for cashless gaming tickets, keys or buttons for entering betting information (e.g., for entering an amount to bet; e.g., for choosing a game on which to bet), and any other facilities or interfaces for allowing bets. A terminal may include a monitor. The monitor may be used to display betting information to a secondary player, to show the secondary player the game on which he is betting, to show the secondary player how much money he has won, and to show the secondary player any other information related to his bet or otherwise relevant to the player.

In various embodiments a betting area for secondary players to bet on and monitor the games of primary players may have the appearance of a sports book.

The following sections I-IX provide a guide to interpreting the present application.

I. Terms

The term “product” means any machine, manufacture and/or composition of matter, unless expressly specified otherwise.

The term “process” means any process, algorithm, method or the like, unless expressly specified otherwise.

Each process (whether called a method, algorithm or otherwise) inherently includes one or more steps, and therefore all references to a “step” or “steps” of a process have an inherent antecedent basis in the mere recitation of the term ‘process’ or a like term. Accordingly, any reference in a claim to a ‘step’ or ‘steps’ of a process has sufficient antecedent basis.

The term “invention” and the like mean “the one or more inventions disclosed in this application”, unless expressly specified otherwise.

The terms “an embodiment”, “embodiment”, “embodiments”, “the embodiment”, “the embodiments”, “one or more embodiments”, “some embodiments”, “certain embodiments”, “one embodiment”, “another embodiment” and the like mean “one or more (but not all) embodiments of the disclosed invention(s)”, unless expressly specified otherwise.

The term “variation” of an invention means an embodiment of the invention, unless expressly specified otherwise.

A reference to “another embodiment” in describing an embodiment does not imply that the referenced embodiment is mutually exclusive with another embodiment (e.g., an embodiment described before the referenced embodiment), unless expressly specified otherwise.

The terms “including”, “comprising” and variations thereof mean “including but not limited to”, unless expressly specified otherwise.

The terms “a”, “an” and “the” mean “one or more”, unless expressly specified otherwise.

The term “plurality” means “two or more”, unless expressly specified otherwise.

The term “herein” means “in the present application, including anything which may be incorporated by reference”, unless expressly specified otherwise.

The phrase “at least one of”, when such phrase modifies a plurality of things (such as an enumerated list of things), means any combination of one or more of those things, unless expressly specified otherwise. For example, the phrase “at least one of a widget, a car and a wheel” means either (i) a widget, (ii) a car, (iii) a wheel, (iv) a widget and a car, (v) a widget and a wheel, (vi) a car and a wheel, or (vii) a widget, a car and a wheel. The phrase “at least one of”, when such phrase modifies a plurality of things, does not mean “one of each of” the plurality of things.

Numerical terms such as “one”, “two”, etc. when used as cardinal numbers to indicate quantity of something (e.g., one widget, two widgets), mean the quantity indicated by that numerical term, but do not mean at least the quantity indicated by that numerical term. For example, the phrase “one widget” does not mean “at least one widget”, and therefore the phrase “one widget” does not cover, e.g., two widgets.

The phrase “based on” does not mean “based only on”, unless expressly specified otherwise. In other words, the phrase “based on” describes both “based only on” and “based at least on”. The phrase “based at least on” is equivalent to the phrase “based at least in part on”.

The term “represent” and like terms are not exclusive, unless expressly specified otherwise. For example, the term “represents” do not mean “represents only”, unless expressly specified otherwise. In other words, the phrase “the data represents a credit card number” describes both “the data represents only a credit card number” and “the data represents a credit card number and the data also represents something else”.

The term “whereby” is used herein only to precede a clause or other set of words that express only the intended result, objective or consequence of something that is previously and explicitly recited. Thus, when the term “whereby” is used in a claim, the clause or other words that the term “whereby” modifies do not establish specific further limitations of the claim or otherwise restricts the meaning or scope of the claim.

The term “e.g.” and like terms mean “for example”, and thus does not limit the term or phrase it explains. For example, in the sentence “the computer sends data (e.g., instructions, a data structure) over the Internet”, the term “e.g.” explains that “instructions” are an example of “data” that the computer may send over the Internet, and also explains that “a data structure” is an example of “data” that the computer may send over the Internet. However, both “instructions” and “a data structure” are merely examples of “data”, and other things besides “instructions” and “a data structure” can be “data”.

The term “i.e.” and like terms mean “that is”, and thus limits the term or phrase it explains. For example, in the sentence “the computer sends data (i.e., instructions) over the Internet”, the term “i.e.” explains that “instructions” are the “data” that the computer sends over the Internet.

Any given numerical range shall include whole and fractions of numbers within the range. For example, the range “1 to 10” shall be interpreted to specifically include whole numbers between 1 and 10 (e.g., 1, 2, 3, 4, . . . 9) and non-whole numbers (e.g., 1.1, 1.2, . . . 1.9).

II. Determining

The term “determining” and grammatical variants thereof (e.g., to determine a price, determining a value, determine an object which meets a certain criterion) is used in an extremely broad sense. The term “determining” encompasses a wide variety of actions and therefore “determining” can include calculating, computing, processing, deriving, investigating, looking up (e.g., looking up in a table, a database or another data structure), ascertaining and the like. Also, “determining” can include receiving (e.g., receiving information), accessing (e.g., accessing data in a memory) and the like. Also, “determining” can include resolving, selecting, choosing, establishing, and the like.

The term “determining” does not imply certainty or absolute precision, and therefore “determining” can include estimating, extrapolating, predicting, guessing and the like.

The term “determining” does not imply that mathematical processing must be performed, and does not imply that numerical methods must be used, and does not imply that an algorithm or process is used.

The term “determining” does not imply that any particular device must be used. For example, a computer need not necessarily perform the determining.

III. Indication

The term “indication” is used in an extremely broad sense. The term “indication” may, among other things, encompass a sign, symptom, or token of something else.

The term “indication” may be used to refer to any indicia and/or other information indicative of or associated with a subject, item, entity, and/or other object and/or idea.

As used herein, the phrases “information indicative of” and “indicia” may be used to refer to any information that represents, describes, and/or is otherwise associated with a related entity, subject, or object.

Indicia of information may include, for example, a code, a reference, a link, a signal, an identifier, and/or any combination thereof and/or any other informative representation associated with the information.

In some embodiments, indicia of information (or indicative of the information) may be or include the information itself and/or any portion or component of the information. In some embodiments, an indication may include a request, a solicitation, a broadcast, and/or any other form of information gathering and/or dissemination.

IV. Forms of Sentences

Where a limitation of a first claim would cover one of a feature as well as more than one of a feature (e.g., a limitation such as “at least one widget” covers one widget as well as more than one widget), and where in a second claim that depends on the first claim, the second claim uses a definite article “the” to refer to the limitation (e.g., “the widget”), this does not imply that the first claim covers only one of the feature, and this does not imply that the second claim covers only one of the feature (e.g., “the widget” can cover both one widget and more than one widget).

When an ordinal number (such as “first”, “second”, “third” and so on) is used as an adjective before a term, that ordinal number is used (unless expressly specified otherwise) merely to indicate a particular feature, such as to distinguish that particular feature from another feature that is described by the same term or by a similar term. For example, a “first widget” may be so named merely to distinguish it from, e.g., a “second widget”. Thus, the mere usage of the ordinal numbers “first” and “second” before the term “widget” does not indicate any other relationship between the two widgets, and likewise does not indicate any other characteristics of either or both widgets. For example, the mere usage of the ordinal numbers “first” and “second” before the term “widget” (1) does not indicate that either widget comes before or after any other in order or location; (2) does not indicate that either widget occurs or acts before or after any other in time; and (3) does not indicate that either widget ranks above or below any other, as in importance or quality. In addition, the mere usage of ordinal numbers does not define a numerical limit to the features identified with the ordinal numbers. For example, the mere usage of the ordinal numbers “first” and “second” before the term “widget” does not indicate that there must be no more than two widgets.

When a single device or article is described herein, more than one device/article (whether or not they cooperate) may alternatively be used in place of the single device/article that is described. Accordingly, the functionality that is described as being possessed by a device may alternatively be possessed by more than one device/article (whether or not they cooperate).

Similarly, where more than one device or article is described herein (whether or not they cooperate), a single device/article may alternatively be used in place of the more than one device or article that is described. For example, a plurality of computer-based devices may be substituted with a single computer-based device. Accordingly, the various functionality that is described as being possessed by more than one device or article may alternatively be possessed by a single device/article.

The functionality and/or the features of a single device that is described may be alternatively embodied by one or more other devices which are described but are not explicitly described as having such functionality/features. Thus, other embodiments need not include the described device itself, but rather can include the one or more other devices which would, in those other embodiments, have such functionality/features.

V. Disclosed Examples and Terminology are not Limiting

Neither the Title (set forth at the beginning of the first page of the present application) nor the Abstract (set forth at the end of the present application) is to be taken as limiting in any way as the scope of the disclosed invention(s). An Abstract has been included in this application merely because an Abstract of not more than 150 words is required under 37 C.F.R. § 1.72(b).

The title of the present application and headings of sections provided in the present application are for convenience only, and are not to be taken as limiting the disclosure in any way.

Numerous embodiments are described in the present application, and are presented for illustrative purposes only. The described embodiments are not, and are not intended to be, limiting in any sense. The presently disclosed invention(s) are widely applicable to numerous embodiments, as is readily apparent from the disclosure. One of ordinary skill in the art will recognize that the disclosed invention(s) may be practiced with various modifications and alterations, such as structural, logical, software, and electrical modifications. Although particular features of the disclosed invention(s) may be described with reference to one or more particular embodiments and/or drawings, it should be understood that such features are not limited to usage in the one or more particular embodiments or drawings with reference to which they are described, unless expressly specified otherwise.

The present disclosure is not a literal description of all embodiments of the invention(s). Also, the present disclosure is not a listing of features of the invention(s) which must be present in all embodiments.

Devices that are described as in communication with each other need not be in continuous communication with each other, unless expressly specified otherwise. On the contrary, such devices need only transmit to each other as necessary or desirable, and may actually refrain from exchanging data most of the time. For example, a machine in communication with another machine via the Internet may not transmit data to the other machine for long period of time (e.g., weeks at a time). In addition, devices that are in communication with each other may communicate directly or indirectly through one or more intermediaries.

A description of an embodiment with several components or features does not imply that all or even any of such components/features are required. On the contrary, a variety of optional components are described to illustrate the wide variety of possible embodiments of the present invention(s). Unless otherwise specified explicitly, no component/feature is essential or required.

Although process steps, algorithms or the like may be described in a particular sequential order, such processes may be configured to work in different orders. In other words, any sequence or order of steps that may be explicitly described does not necessarily indicate a requirement that the steps be performed in that order. The steps of processes described herein may be performed in any order practical. Further, some steps may be performed simultaneously despite being described or implied as occurring non-simultaneously (e.g., because one step is described after the other step). Moreover, the illustration of a process by its depiction in a drawing does not imply that the illustrated process is exclusive of other variations and modifications thereto, does not imply that the illustrated process or any of its steps are necessary to the invention(s), and does not imply that the illustrated process is preferred.

Although a process may be described as including a plurality of steps, that does not imply that all or any of the steps are preferred, essential or required. Various other embodiments within the scope of the described invention(s) include other processes that omit some or all of the described steps. Unless otherwise specified explicitly, no step is essential or required.

Although a process may be described singly or without reference to other products or methods, in an embodiment the process may interact with other products or methods. For example, such interaction may include linking one business model to another business model. Such interaction may be provided to enhance the flexibility or desirability of the process.

Although a product may be described as including a plurality of components, aspects, qualities, characteristics and/or features, that does not indicate that any or all of the plurality are preferred, essential or required. Various other embodiments within the scope of the described invention(s) include other products that omit some or all of the described plurality.

An enumerated list of items (which may or may not be numbered) does not imply that any or all of the items are mutually exclusive, unless expressly specified otherwise. Likewise, an enumerated list of items (which may or may not be numbered) does not imply that any or all of the items are comprehensive of any category, unless expressly specified otherwise. For example, the enumerated list “a computer, a laptop, a PDA” does not imply that any or all of the three items of that list are mutually exclusive and does not imply that any or all of the three items of that list are comprehensive of any category.

An enumerated list of items (which may or may not be numbered) does not imply that any or all of the items are equivalent to each other or readily substituted for each other.

All embodiments are illustrative, and do not imply that the invention or any embodiments were made or performed, as the case may be.

VI. Computing

It will be readily apparent to one of ordinary skill in the art that the various processes described herein may be implemented by, e.g., appropriately programmed general purpose computers, special purpose computers and computing devices. Typically a processor (e.g., one or more microprocessors, one or more microcontrollers, one or more digital signal processors) will receive instructions (e.g., from a memory or like device), and execute those instructions, thereby performing one or more processes defined by those instructions.

A “processor” means one or more microprocessors, central processing units (CPUs), computing devices, microcontrollers, digital signal processors, or like devices or any combination thereof.

Thus a description of a process is likewise a description of an apparatus for performing the process. The apparatus that performs the process can include, e.g., a processor and those input devices and output devices that are appropriate to perform the process.

Further, programs that implement such methods (as well as other types of data) may be stored and transmitted using a variety of media (e.g., computer readable media) in a number of manners. In some embodiments, hard-wired circuitry or custom hardware may be used in place of, or in combination with, some or all of the software instructions that can implement the processes of various embodiments. Thus, various combinations of hardware and software may be used instead of software only.

The term “computer-readable medium” refers to any medium, a plurality of the same, or a combination of different media, that participate in providing data (e.g., instructions, data structures) which may be read by a computer, a processor or a like device. Such a medium may take many forms, including but not limited to, non-volatile media, volatile media, and transmission media. Non-volatile media include, for example, optical or magnetic disks and other persistent memory. Volatile media include dynamic random access memory (DRAM), which typically constitutes the main memory. Transmission media include coaxial cables, copper wire and fiber optics, including the wires that comprise a system bus coupled to the processor. Transmission media may include or convey acoustic waves, light waves and electromagnetic emissions, such as those generated during radio frequency (RF) and infrared (IR) data communications. Common forms of computer-readable media include, for example, a floppy disk, a flexible disk, hard disk, magnetic tape, any other magnetic medium, a CD-ROM, DVD, any other optical medium, punch cards, paper tape, any other physical medium with patterns of holes, a RAM, a PROM, an EPROM, a FLASH-EEPROM, any other memory chip or cartridge, a carrier wave as described hereinafter, or any other medium from which a computer can read.

Various forms of computer readable media may be involved in carrying data (e.g. sequences of instructions) to a processor. For example, data may be (i) delivered from RAM to a processor; (ii) carried over a wireless transmission medium; (iii) formatted and/or transmitted according to numerous formats, standards or protocols, such as Ethernet (or IEEE 802.3), SAP, ATP, Bluetooth™, and TCP/IP, TDMA, CDMA, and 3G; and/or (iv) encrypted to ensure privacy or prevent fraud in any of a variety of ways well known in the art.

Thus a description of a process is likewise a description of a computer-readable medium storing a program for performing the process. The computer-readable medium can store (in any appropriate format) those program elements which are appropriate to perform the method.

Just as the description of various steps in a process does not indicate that all the described steps are required, embodiments of an apparatus include a computer/computing device operable to perform some (but not necessarily all) of the described process.

Likewise, just as the description of various steps in a process does not indicate that all the described steps are required, embodiments of a computer-readable medium storing a program or data structure include a computer-readable medium storing a program that, when executed, can cause a processor to perform some (but not necessarily all) of the described process.

Where databases are described, it will be understood by one of ordinary skill in the art that (i) alternative database structures to those described may be readily employed, and (ii) other memory structures besides databases may be readily employed. Any illustrations or descriptions of any sample databases presented herein are illustrative arrangements for stored representations of information. Any number of other arrangements may be employed besides those suggested by, e.g., tables illustrated in drawings or elsewhere. Similarly, any illustrated entries of the databases represent exemplary information only; one of ordinary skill in the art will understand that the number and content of the entries can be different from those described herein. Further, despite any depiction of the databases as tables, other formats (including relational databases, object-based models and/or distributed databases) could be used to store and manipulate the data types described herein. Likewise, object methods or behaviors of a database can be used to implement various processes, such as the described herein. In addition, the databases may, in a known manner, be stored locally or remotely from a device which accesses data in such a database.

Various embodiments can be configured to work in a network environment including a computer that is in communication (e.g., via a communications network) with one or more devices. The computer may communicate with the devices directly or indirectly, via any wired or wireless medium (e.g. the Internet, LAN, WAN or Ethernet, Token Ring, a telephone line, a cable line, a radio channel, an optical communications line, commercial on-line service providers, bulletin board systems, a satellite communications link, a combination of any of the above). Each of the devices may themselves comprise computers or other computing devices, such as those based on the Intel® Pentium® or Centrino™ processor, that are adapted to communicate with the computer. Any number and type of devices may be in communication with the computer.

In an embodiment, a server computer or centralized authority may not be necessary or desirable. For example, the present invention may, in an embodiment, be practiced on one or more devices without a central authority. In such an embodiment, any functions described herein as performed by the server computer or data described as stored on the server computer may instead be performed by or stored on one or more such devices.

Where a process is described, in an embodiment the process may operate without any user intervention. In another embodiment, the process includes some human intervention (e.g., a step is performed by or with the assistance of a human).

VII. Continuing Applications

The present disclosure provides, to one of ordinary skill in the art, an enabling description of several embodiments and/or inventions. Some of these embodiments and/or inventions may not be claimed in the present application, but may nevertheless be claimed in one or more continuing applications that claim the benefit of priority of the present application. Applicants intend to file additional applications to pursue patents for subject matter that has been disclosed and enabled but not claimed in the present application.

VIII. 35 U.S.C. § 112, Paragraph 6

In a claim, a limitation of the claim which includes the phrase “means for” or the phrase “step for” means that 35 U.S.C. § 112, paragraph 6, applies to that limitation.

In a claim, a limitation of the claim which does not include the phrase “means for” or the phrase “step for” means that 35 U.S.C. § 112, paragraph 6 does not apply to that limitation, regardless of whether that limitation recites a function without recitation of structure, material or acts for performing that function. For example, in a claim, the mere use of the phrase “step of” or the phrase “steps of” in referring to one or more steps of the claim or of another claim does not mean that 35 U.S.C. § 112, paragraph 6, applies to that step(s).

With respect to a means or a step for performing a specified function in accordance with 35 U.S.C. § 112, paragraph 6, the corresponding structure, material or acts described in the specification, and equivalents thereof, may perform additional functions as well as the specified function.

Computers, processors, computing devices and like products are structures that can perform a wide variety of functions. Such products can be operable to perform a specified function by executing one or more programs, such as a program stored in a memory device of that product or in a memory device which that product accesses. Unless expressly specified otherwise, such a program need not be based on any particular algorithm, such as any particular algorithm that might be disclosed in the present application. It is well known to one of ordinary skill in the art that a specified function may be implemented via different algorithms, and any of a number of different algorithms would be a mere design choice for carrying out the specified function.

Therefore, with respect to a means or a step for performing a specified function in accordance with 35 U.S.C. § 112, paragraph 6, structure corresponding to a specified function includes any product programmed to perform the specified function. Such structure includes programmed products which perform the function, regardless of whether such product is programmed with (i) a disclosed algorithm for performing the function, (ii) an algorithm that is similar to a disclosed algorithm, or (iii) a different algorithm for performing the function.

IX. Prosecution History

In interpreting the present application (which includes the claims), one of ordinary skill in the art shall refer to the prosecution history of the present application, but not to the prosecution history of any other patent or patent application, regardless of whether there are other patent applications that are considered related to the present application.

X. Embodiments of the Invention Terms

As used herein, the term “viewing window” includes an area of a gaming device at which symbols or outcomes are visible. The area may, for instance, include a pane of glass or other transparent material situated over reels of the gaming device. Thus, only the portion of the reels under the transparent material may be visible to the player. A viewing window may include a display screen, in some embodiments. The symbols or outcomes visible in the viewing window may include the symbols or outcomes that determine the player's winnings.

Encryption

As used herein, the term “encryption” refers to a process for obscuring or hiding information so that the information is not readily understandable without special knowledge. The process of encryption may transform raw information, called plaintext, into encrypted information. The encrypted information may be called ciphertext, and the algorithm for transforming the plaintext into ciphertext may be referred to as a cipher. A cipher may also be used for performing the reverse operation of converting the ciphertext back into plaintext. Examples of ciphers include substitution ciphers, transposition ciphers, and ciphers implemented using rotor machines.

In various encryption methods, ciphers may require a supplementary piece of information called a key. A key may consist, for example, of a string of bits. A key may be used in conjunction with a cipher to encrypt plaintext. A key may also be used in conjunction with a cipher to decrypt ciphertext. In a category of ciphers called symmetric key algorithms (e.g., private-key cryptography), the same key is used for both encryption and decryption. The sanctity of the encrypted information may thus depend on the key being kept secret. Examples of symmetric key algorithms are DES and AES. In a category of ciphers called asymmetric key algorithms (e.g., public-key cryptography), different keys are used for encryption and decryption. With an asymmetric key algorithm, any member of the public may use a first key (e.g., a public key) to encrypt plaintext into ciphertext. However, only the holder of a second key (e.g., the private key) will be able to decrypt the ciphertext back in to plaintext. An example of an asymmetric key algorithm is the RSA algorithm.

It will be appreciated that other methods besides encryption may be used to hide or obscure information, such as encoding or steganography. Such methods may also be used in conjunction with cryptography.

Encryption may be used to:

-   -   Send a message only specific recipients can read. For example,         Alice and Bob may both be in possession of the same secret key.         Alice may encrypt a plaintext message with the secret key. She         may transmit the resultant ciphertext to Bob. Bob may then         decrypt the cyphertext using the secret key so as to view the         plaintext version of the message.     -   Allow messages to be encrypted by many and decrypted only one         (e.g., PGP). For example, Alice may possess a public and a         private key. Bob may wish to send Alice a message that only         Alice will be able to read. Bob may create a message in         plaintext and encrypt it using Alice's public key. Bob may send         the resultant ciphertext to Alice. Alice may then decrypt the         ciphertext using her private key, and may thereby view the         plaintext message. Should Cindy intercept the ciphertext message         on its way from Bob to Alice, Cindy would not be able to decrypt         the message since Cindy would not have access to Alice's private         key. Alice's public key, although available to Cindy, would not         be sufficient to decrypt the ciphertext message in a practicable         amount of time.     -   Authenticate the sender of a message. This use of encryption may         include having the sender create a digital signature. For         example, Alice would like to send a message to Bob in such a way         that Bob can be confident that the message has come from her.         Alice may construct a plaintext message and encrypt the         plaintext into ciphertext using her private key. Alice may then         send the ciphertext message to Bob. Bob may then use Alice's         public key to decrypt the ciphertext back in to plaintext. Since         Alice's public key only works to decrypt a ciphertext message         created using Alice's private key, and since presumably only         Alice has access to her own private key, Bob can be confident         that the message originated from Alice.     -   Allow for non-repudiation. If a sender has applied a digital         signature to a message, or portion of a message, then the sender         will not later be able to claim he did not send the message.     -   Guarantee a time/data sent. See hashing below.     -   Guarantee receipt by recipient. See hashing below.     -   Verify that a message has not been altered after being sent by         the sender. See hashing below.

Hashing is a process whereby input data, typically of arbitrary length, is transformed into output data, typically of shorter length and/or of fixed length. A hash function is a function that performs the transformation. Often, useful hash functions will be one-way functions. That is, for a given input, the output can be computed readily. However, for a given output, the input which produced the output will be difficult to calculate. Also, useful hash functions will often have the property that two differing inputs rarely produce the same output. Hashing can be used for the following purposes:

-   -   To perform data redundancy checks. For example, a database may         contain a large number of names. The names may be of arbitrary         length. To check for redundant names, hash values for the names         may be created. The hash values may be of smaller size than the         names and may all be of the same length. Thus, it may be easier         to compare the hash values of the names that it will be to         compare the names themselves.     -   To verify that a message has not been altered. For example,         Alice can send a plaintext message to Bob along with a hash         value of the message. Alice can apply a digital signature to the         hash value so as to assure Bob that the hash value has been sent         by Alice. When Bob receives the plaintext message from Alice,         Bob can compute the hash value of the message. If the hash value         that Bob computes is the same as the hash value that Alice has         sent to Bob, then Bob can be fairly confident that the message         has not been altered en route from Alice to Bob.     -   To prove possession of a message without having to reveal the         message. For example, Alice can send a message to Bob. Bob can         take the hash of the message and send it back to Alice. Alice         may thus be assured that Bob has the message without the risk of         the message being intercepted en route from Bob to Alice.     -   To prove possession of a message at a certain time without         having to reveal the message. For example, Alice might have a         great idea and wish to prove she came up with it at a certain         time without having to reveal the idea. Thus, Alice might write         out the idea in the form of text, and take a hash value of the         text. Alice can then publish the hash of the text in a         newspaper. It will then be readily apparent that Alice had         possession of the idea at least on the date of the newspaper's         publication.     -   To timestamp a document. For example, a document may be sent to         a time-stamping service. The service may then determine the hash         value of the document. The service may append the then current         date and time to the hash value of the document and apply a         digital signature to the result. The digitally signed hash value         plus date and time may then be published. So long as the         time-stamping service can be trusted to provide accurate dates         and times (e.g., not to use old dates and times) then the         published timestamp may serve as proof that the document was in         existence as of the date and time provided by the time-stamping         service. Further precautions may ensure that it becomes very         difficult for even the time-stamping service to provide fake         times and dates. For example, the time-stamping service may add         a sequence number, (e.g., 1, 2, 3, etc.) to each document it         timestamps. If the service wishes to provide an old date, the         service would have to find an older sequence number. The older         sequence number would have to fit between two sequence numbers         used immediately before and immediately after the desired fake         date. However, no such sequence number would be available if,         e.g., no numbers had been skipped in the first place.

FIG. 1 shows a system according to some embodiments. According to some embodiments, Casino A and Casino B may represent facilities where participation in games of chance or in other contests is permitted. In various embodiments, in Casinos A and B, players may place bets on games or contests, and/or may win or lose money based on games or contests. The system of FIG. 1 may permit secondary players in Casino A and secondary players in Casino B to participate in the games of primary players who are at Casino A. Further, the system of FIG. 1 may permit a secondary player outside of Casinos A or B to participate in games of primary players at casino A. Further, the system of FIG. 1 may permit regulators to track various data related to the games of primary players played at Casino A, to the participation in games by secondary players who are at Casino A, to the participation in games by secondary players who are at Casino B, and to the participation in games by secondary players who are at neither Casino A nor Casino B. According to some embodiments, Casino A may include a server 110. The server may be in communication with a gaming device 130, a monitoring device 160, and a terminal of secondary player X 140, each of which may lie within the premises of Casino A. Server 110 may further be in communication with server 120 of Casino B, with a server of a regulator 170, and with a device of a secondary player Z 190, where the secondary player device 190 is not located on the premises of Casino A nor Casino B. Communication between server 110 and the device 190 may occur through an external network 180, e.g., through the Internet. Casino B may include a server 120 which is in communication with server 110, with the server of a regulator 170, and with a terminal of secondary player Y 150, which may lie within the premises of Casino B.

In some embodiments, the server of Casino A 110 may receive data about a game from gaming device 130 or from monitoring device 160. A monitoring device may include a device such as a camera or microphone which may monitor a game at Casino A and transmit data about the game to the server of Casino A. The server of Casino A may transmit data received from gaming device 130 or monitoring device 160 to the terminal of a secondary player X 140 so as to allow the terminal 140 to recreate the game, to accept bets from secondary player X on the game, and to pay winnings to secondary player X based on the game.

The server of Casino A 110 may further transmit received data about a game to the server of Casino B 120. The server of Casino B may, in turn, transmit such data to the terminal of a secondary player Y 150 so as to allow the terminal 150 to recreate the game, to accept bets from secondary player Y on the game, and to pay winnings to secondary player Y based on the game.

The server of Casino A 110 may further transmit received data about a game to the device of secondary player Z 190, e.g., through the Internet. The device of secondary player Z 190 may, in turn, recreate the game for secondary player Z, receive bets on the game from secondary player Z, and/or credit winnings to secondary player Z based on the game.

The server of Casino A 110 may further transmit received data about a game to the server of the regulator 170. Such data may allow the regulator to monitor the fairness of games, to watch for illegal gaming, to track taxable income of the casino, or to perform any other desired function.

In various embodiments, the terminal of secondary player X 140 may transmit to the server of Casino A 110 data about the activities of secondary player X at the terminal. Further, the terminal of secondary player Y 150 may transmit to the server of Casino B 120 data about the activities of secondary player Y at the terminal. The server of Casino B 120 may transmit such data to the server of Casino A 110. Further, the device of secondary player Z 150 may transmit to the server of Casino A 110 data about the activities of secondary player Z at the device. Data received by the server of Casino A 110 from terminals 140 and 150, and from device 190 may allow the server of Casino A to tracking winnings and losses of secondary players X, Y, and Z; to determine which data (e.g., data about which games) to transmit to the terminals or device; to determine an amount owed to Casino A by Casino B for use of data from Casino A; and so on. Further, data received by the server of Casino A 110 from terminals 140 and 150, and from device 190 may be forwarded to the server of the regulator 170. The regulator may use such data to track the bets of secondary players, to check for illegal gambling, to monitor the fairness of games, etc.

It should be appreciated that the system of FIG. 1 represents a system according to some embodiments, and that other servers, devices, terminals, networks, and communication links may be present in various embodiments.

FIG. 2 shows the Casino A server according to some embodiments. In various embodiments a similar server may constitute the Casino B server, or the server of any other casino. The storage device 230 may store program data. The program data may be used to direct the processor 210 to execute algorithms in accordance with various embodiments. The storage device 230 may store other types of data. Such data may include data received from the play of games; data that can be used to recreate games; data describing bets, wins, and loss of primary and secondary players; data describing the current locations or activities of primary or secondary players; data describing amounts owed to a casino; and so on. Communication port 220 may be used to transmit and/or to receive data. Communication port 220 may include an antenna, a wireless transmitter, a signal generator, a router, or any other communication device. Any data transmitted or received may be stored, at least at some point, in storage device 230.

FIG. 3 shows a gaming device 130 according to some embodiments. The storage device 330 may store program data. The program data may be used to direct the processor 310 to execute algorithms in accordance with various embodiments. Program data may include data used to generate graphics, to determine game outcomes, to compute winnings, and so on. The storage device 330 may store other types of data. Such data may include data describing bets, wins, and losses by a primary player at gaming device 130. Input device 340 may include sensors, buttons, touch screens, microphones, bill validators, coin acceptors, card readers, and any other means by which a primary player or other party may interact with gaming device 130. For example, the input device 340 may include a “bet” button.

The output device 350 may include display screens, microphones, lights, coin dispensers, buzzers, and any other means by which a gaming device may provide a signal to the secondary player. The communication port 320 may be used to transmit and/or to receive data.

FIG. 4 shows a terminal 140 for use by a secondary player, according to some embodiments. The storage device 430 may store program data. The program data may be used to direct the processor 410 to execute algorithms in accordance with various embodiments. Program data may include data used to a recreate games or depictions of games based on data received about original games. Program data may include data used to generate graphics, to display game outcomes, to compute winnings, and so on. The storage device 430 may store other types of data. Such data may include data describing bets, wins, and losses by a secondary player at terminal 140. Input device 340 may include sensors, buttons, touch screens, microphones, bill validators, coin acceptors, card readers, and any other means by which a secondary player or other party may interact with terminal 130. For example, the input device 340 may include a “bet” button.

The output device 350 may include display screens, microphones, lights, coin dispensers, buzzers, and any other means by which terminal 140 may provide a signal to the secondary player. The communication port 320 may be used to transmit and/or to receive data.

FIG. 5 shows a monitoring device 160 according to some embodiments. The monitoring device may receive data about a game via input device 530. The input device 530 may include a camera, microphone, pressure sensor, bar code scanner, sensor, button, and so on. For example, an input device may include a camera that is pointed at a table where a game of blackjack is being played. For example, an input device may include a camera that is pointed at the viewing window of a slot machine. Communication port 520 may be used to transmit data received by the input device to e.g., a casino server. In various embodiments, the monitoring device may serve multiple purposes, some of which may not involve receiving data about a game. For example, a monitoring device may include a camera which also serves security purposes at casinos.

FIG. 6 shows a database entry 600 including various information about a game. The database entry may store various aspects of a game played by primary player (e.g., by Jane Smith). Such data may later be used to allow a secondary player to participate in the game.

FIG. 7 shows a database entry 700 including various games played by a player. The player may be a primary player. The data in database entry 700 may allow a secondary player to examine historical data about the games of a primary player (e.g., about the games of Sam Hunter), including statistics about the games (e.g., the profits made in the last 100 games).

FIG. 8 shows a display screen for entering betting information and tracking the progress of a game, according to some embodiments. The display screen may be sensitive and/or responsive to touch and may thereby function as a touch screen, in some embodiments. One area of the display screen lists the favored primary players of the secondary player currently viewing the display. Presumably, the secondary player has logged in or otherwise identified himself to the terminal or device to which the display belongs. The secondary player may have previously indicated his favored primary players. The casino may thus track the whereabouts of the favored primary players and alert the secondary player when a favored primary player begins play.

Another area of the display screen includes an announcements area. The casino may make announcements to the secondary player. Such announcements may include promotional announcements. For example, such announcements may include announcements of discounts at casino or other restaurants, announcements of discounts on shows, announcements about upcoming concerts or boxing matches, announcements about discounts on hotel rooms, and so on. Announcements may include promotions for other products, such as automobiles, toothpaste, or plane flights to the Caribbean. Announcements may further include announcements about primary players in which the secondary player may be interested. For example, an announcement may indicate that a favored primary player of the secondary player has just begun play.

Another area of the display screen includes a list of primary players that are available in the sense that the secondary player may participate in the games of these primary players. This display area may identify the primary player, either by real name or by an alias, such as “TeeBone”. The alias may allow a primary player to maintain some anonymity or privacy. This display area may further indicate a game which the primary player is playing (and thus the game the secondary player would be participating in), a minimum bet required of the secondary player to participate in the game, and one or more statistics related to the primary players. For example, statistics may indicate a number of consecutive games won by the primary players. This display area may further include areas where a secondary player can touch in order to begin participating in the games of a primary player. For example, by touching an area labeled “select” next to primary player Robert Clements, the secondary player may begin participating in the games of Robert Clemens.

Another area of the display screen includes windows where a secondary player may track the progress of games in which he is participating. FIG. 8 depicts a first window where the secondary player can follow the game of primary player “TeeBone”, in whose game the secondary player is participating. The game is blackjack, and the secondary player has a bet of $5 riding on the game. The game is currently in progress. FIG. 8 depicts a second window where the secondary player can follow the game of primary player Sue Baker. The game is a slot machine game. The game has just finished with an outcome of “cherry-bar-cherry”. The secondary player has just won $6 on the game. Now, the secondary player has the opportunity to place bets on the next game, as indicated by the status “open for bets”.

Another area of the display screen includes a display of the credit balance of the secondary player. These credits may be used to bet on games in which the secondary player is participating. Each credit may correspond, for example, to $0.25 in value. The secondary player may place bets using the betting areas of the display screen, including a “Bet 25¢” area, a “Bet $1” area, a “Bet $5” area, a “Repeat Last Bet” area, and an “Auto Bet” area. When touched, such areas may apply to only the game which has a status of “Open for Bets”. For example, touching the “Bet 1” may cause a bet of $1 to be placed on the game of Sue Baker, since it is that game which has the status of “Open for Bets”. In this way, there need not be a separate set of betting buttons for every game in which the secondary player is participating. The “Repeat Last Bet” area may allow the secondary player to easily repeat a prior bet that may take extra effort to enter using the other betting areas. For example, rather than touching the “Bet $1” area 4 times to enter a $4 bet, the secondary player might simply touch the “Repeat Last Bet” area to repeat a prior bet of $4. The “Auto Bet” area may allow the secondary player to continue making the same bet on each new game, for example, without having to always enter a bet. In some embodiments, the secondary player may program in a particular betting strategy and then touch the “Auto Bet” area to have the strategy executed automatically by the terminal of the secondary player. The “Lock Game” area may allow the secondary player to prevent access to the terminal by other secondary players while he steps away for a break. The “Order Drinks” area may allow the secondary player to order drinks or other items and have them delivered to his terminal without ever leaving.

As will be appreciated, the various areas of the touch screen that allow touch interaction may also be implemented using ordinary buttons or any other interactive technology.

It should be appreciated that the figures do not necessarily show everything that might be included in a system, object, machine, device, etc. For example, although not shown in FIG. 3, gaming device 130 may include a coin hopper.

-   1. One player bets on the outcome of a game of another player. For     example, one player bets on whether a winning outcome will be     achieved in the game of another player. For example, one player bets     on whether another player will win. In various embodiments, one     player may place a bet and either win or lose money based on the     results of a game played by another player. As used herein, “primary     player”, “primary players”, and the like, may refer to a player or     players who most directly participate in a game, such as a casino     game. A primary player may, for example, be physically located at a     slot machine and may participate in a game at the slot machine by     inserting a coin, indicating a bet amount, and pulling a handle of     the slot machine. A primary player may also be physically located at     a table game, such as a game of blackjack with a live dealer. In     various embodiments, a primary player directly initiates a game in     which he participates, e.g., by pulling the handle of slot machine     or physically placing a bet at a table game and motioning to a     dealer that he is interested in playing. In various embodiments, a     particular game would not occur but for the actions of the primary     player. -    As used herein, “secondary player”, “secondary players”, and the     like, may refer to a player or players who participate or may come     to participate in games played by primary players or by other     secondary players. For example, a secondary player places a bet on a     game in which a primary player is involved. The secondary player     wins if the primary player wins, and the secondary player loses if     the primary player loses. In another example, a secondary player     places a bet for a game that has already occurred. When placing the     bet, the secondary player does not know the outcome of the game.     Once the secondary player has placed the bet, the outcome of the     game may be revealed to the secondary player, and the secondary     player may be paid if the outcome is a winning outcome. In another     embodiment, secondary player A places a $10 bet on secondary player     B, betting that secondary player B will win a game on which     secondary player B has placed a $20 bet. If secondary player B wins     the $20 bet, then secondary player A will win the $10 bet. In     various embodiments, the secondary player does not initiate the game     in which he participates. In various embodiments, a game in which     the secondary player participates would occur whether or not the     secondary player chose to bet on the game. The game in which a     secondary player participates may be initiated by a primary player     or may be initiated automatically, e.g., by a computer program. -    Where ever data is used herein, it should be understood that such     data may be stored, such as in a database or in any other suitable     medium, format, or data structure. Data may be stored in either a     fixed location or throughout distributed locations. Data may be     stored either in a single location or in multiple locations (e.g.,     in multiple redundant locations). The data may be retrieved as     needed from its storage location. When data is generated but not     immediately needed, such data may be stored for later retrieval.     Data may be accessible by reference to any part of the data,     including any tag or label associated with the data. For example, if     some data elements of a set of data elements are known, the     remaining data elements from the set of data elements may be     retrieved based on the known data elements. For example, the known     data elements may serve as a search key for finding the remaining     data elements in the set of data elements. -    In all applicable embodiments described herein, any data generated,     transmitted, stored, retrieved, or used may also be stored for     auditing purposes. Such data may be made available to regulators to     casinos (e.g., to casinos generating the data; e.g., to casinos     using the data), or to any other relevant party. Data that may be     stored may include data describing the size of a bet made by a     primary player on a game, the type of bet made by a primary player     on a game, intermediate events that occurred during a game (e.g.,     rolls prior to the final roll in a game of craps), the date of a     game, the decision options that were available in a game (e.g., hit,     stand in blackjack), the decisions that were made in a game, the     outcome of a game, the amount paid to the winner of a game, and so     on. -    In various embodiments, data may be collected and stored relating     to any searches of game related data. For example, suppose a     secondary player searches for all games in which a payout of more     than 100 coins was won. Accordingly, data indicating the search     criteria may be stored so that it may be possible to determine in     the future that a secondary player searched for all games in which a     payout of more than 100 coins was won. Further data describing the     results of a search may be stored. For example, if the search by the     secondary player yielded 1218 games, then this fact may be stored.     Further identifiers for each game identified by the search may be     stored.     -   1.1. One player places bets on a game in which another player         participates. In various embodiments, a secondary player may         place a bet on the outcome of a game itself. For example, a         secondary player may place a bet on the outcome of a slot         machine game. If the outcome “bar-bar-bar” occurs in the game,         then the secondary player may receive ten times his bet. The         secondary player need not, in various embodiments, place the         same type of bet as does the primary player. For example, the         primary player may initiate a craps game with a “pass” bet. The         secondary player may bet on the same craps game, but may place a         “don't pass” bet. Thus, though the secondary player and the         primary player have placed bets on the same game, the primary         player may lose and the secondary player may win.     -   1.2. One player places bets on how another player will do. In         various embodiments, a secondary player may place a bet on what         will happen to a primary player in a game. The secondary player         does not, in various embodiments, bet on the outcome of the game         itself, but only on how the outcome of the game effects the         primary player given the primary player's bet on the game. For         example, the secondary player may bet that the primary player         will win the game. If the primary player wins, then the         secondary player's bet may be a winning bet and the secondary         player may receive a payment. If, however, the primary player         loses, then the secondary player may lose.     -    In various embodiments, the secondary player may bet that the         primary player will lose. The secondary player may thus receive         a payment for a winning bet if the primary player loses, but the         secondary player may lose his bet if the primary player wins.     -    It should be noted that often, a bet placed by a primary player         will provide the house or casino with an advantage. This is how         the house may make money, on average. Thus, if a secondary         player is permitted to place a bet against a primary player,         then the secondary player may enjoy the same advantage as the         house. In various embodiments, the secondary player may be         charged a fee for betting against the primary player. The fee         may provide the house with an advantage in a bet that might         otherwise favor the secondary player. The fee may be a flat fee.         The fee may be a percentage of the secondary player's bet. The         fee may be taken only from payments of winnings received by the         secondary player. For example, if the secondary player wins a         payment of $10 based on a $10 bet placed, 50 cents may be         deducted from the payment and kept by the house.     -    In various embodiments a fee charged to the secondary player         may be set at an amount which provides to the house the same         advantage as the house had against the primary player. As used         herein, a “house advantage” or “house edge” may be defined as a         ratio of the expected amount won by a casino to the initial         amount bet by a player. Suppose that a house advantage on a game         is 1.41%. Thus, a primary player who bets $1 could expect to         receive $0.98.59 back, on average. Further, suppose that a         primary player initially bets $1 and may receive back $0 (for a         net loss of $1) or may receive back $2 (for a net gain of $1).         An exemplary such bet would be a $1 pass bet in the game of         craps. The secondary player, in this example, may bet $1 against         the primary player. The secondary player would then expect to         receive back $1.01.41, on average. In order to give the house         the same advantage against the secondary player that it had         against the primary player, the secondary player may be charged         a fee of $0.02.82. This fee may be rounded to $0.03, or may be         varied over a large number of secondary player bets so as to         average out to $0.02.82. With the fee taken into account, the         secondary player might expect to receive $0.98.59 back per         dollar bet, providing the house with the same advantage against         the secondary player as it had against the primary player.     -    In various embodiments, the secondary player may not be allowed         to take exactly the opposite position as does the primary (e.g.,         where all wins for the primary player are losses for the         secondary player, and vice versa). In various embodiments, an         outcome that causes the primary player to lose may not result in         a win for the secondary player, even though the secondary player         has bet against the primary player. For example, an outcome of         “plum-orange-cherry” may cause the primary player to lose, but         may also cause the secondary player to lose. In various         embodiments, an outcome that caused the primary player to lose         may result in a push or tie for the secondary player. In this         way, the house may maintain an edge against the secondary player         even if the house also had an edge against the primary player.         In various embodiments, the outcomes which are losing for the         primary player and not winning for the secondary player may be         chosen in such a way that the house is given the same advantage         over the secondary player that it had over the primary player.         For example, suppose that a particular game provides the primary         player with the potential to either win $1 net, or lose $1 net.         Suppose further that the game has a 2% house edge. Suppose         further that outcomes X and Y in the game are both losing         outcomes for the primary player. Outcome X occurs with         probability 0.03, and outcome Y occurs with probability 0.01.         With a bet of $1 against the primary player, the secondary         player would ordinarily expect to win $1.02, for an average net         profit of $0.02. However, in various embodiments, outcomes X and         Y may also be counted as ties for the secondary player. The         secondary player's expected payment is then reduced by the         probability of X times the amount that would have been won         (beyond the bet amount) upon the occurrence of X, plus the         probability of Y times the amount that would have been won         (beyond the bet amount) upon the occurrence of Y. This reduction         is equal to 0.03×$1+0.01×$1=$0.04. The secondary player's         expected winnings have thus been brought down from $1.02 to         $0.98. This reduction provides the house with the same 2% edge         against the secondary player as it had in the original game         against the primary player.     -    In various embodiments, the secondary player may bet against an         outcome that would ordinarily be winning in a game. For example,         in a game of blackjack, the secondary player may bet that the         dealer will win. In various embodiments, the house may then         alter the probabilities of various outcomes in the game so as to         return an edge to the house. For example, if a secondary player         bets on the dealer in a game of blackjack, the house may remove         cards with low point values from the deck. This may reduce the         probability of a dealer win, and thus may reduce the probability         that the secondary player may win when betting on the dealer. In         various embodiments, a game where the secondary player bets on         the house may not be a game that was actually played by a         primary player. Rather, the game may be a game that is or was         simulated by the house with probabilities of various outcomes         altered from the standard probabilities of the game.     -    In various embodiments, a secondary player may take the house's         position, or approximately the house's position, and bet against         a primary player. The secondary player may thereby lose whatever         the primary player wins, and win whatever the primary player         loses. For example, if the primary player loses his bet of $1,         then the secondary player may win $1. However, if the primary         player wins $10, the secondary loses $10. In order that the         house may be sure of collecting $10 from the secondary player in         the event that the primary player wins $10, the house may         require the secondary player to place a sufficient deposit with         the house to cover possible losses of the secondary player. The         deposit might come in the form of a credit balance that the         secondary player has accumulated (e.g., as a result of inserting         bills, or as a result of winning bets), in the form of a         financial account that the house is free to charge in order to         collect on the secondary player's obligations (e.g., the         secondary player may provide a credit card number), in the form         of a check that the secondary player has provided to the house,         or in any other suitable form. In various embodiments, the house         may require a deposit or other commitment from the secondary         player equal to the maximum possible payout that may be received         by the primary player. For example, suppose the primary player         participates in a game in which the primary player may win up to         $100. If the secondary player bets against the primary player,         then the secondary player may risk losing up to $100 in a game.         The house may thus require the secondary player to have a credit         balance of as much as $100 in order to bet against the primary         player. In various embodiments, the house may require the         secondary player to confirm (e.g., by pressing a button) that         the secondary player is aware he has the potential to lose up to         X amount, where X is the maximum the secondary player might lose         from participating in a game.     -    In various embodiments, a secondary player may bet against a         primary player while not mirroring the payouts of the primary         player. For example, the secondary player may bet $1 on a game         in which the secondary player bets that the primary player will         lose. If the primary player does lose the game, the secondary         player may receive $1.25, for a net profit of $0.25. If, the         primary player wins, the secondary player may lose his bet of         $1, for a net loss of $1. The secondary player may lose $1         regardless of the amount that the primary player wins. For         example, the secondary player may lose $1 whether the primary         player wins $1 or whether the primary player wins $100.     -    In various embodiments, the secondary player may bet that a         primary player will win a certain multiple of the primary         player's bet in a given game. For example, the secondary player         may bet $5 that the primary player will win at least triple the         primary player's bet of $2 in a game. The secondary player may         win $20 if the primary player wins at least $6. Otherwise, the         secondary player may lose his bet of $5.     -    In various embodiments, the secondary player may be paid         according to a table or function that maps every possible result         of a primary player to a payment for the secondary player. For         example, the secondary player may receive $3 if the primary         player wins $0, $5 if the primary player wins $1, $0 if the         primary player wins $2, $0 if the primary player wins $3, $1 if         the primary player wins $4, and so on. As will be understood,         the function need not perform a linear or continuous mapping.     -    In various embodiments, a secondary player may be forbidden         and/or prevented from placing a bet that would provide the         secondary player with an edge. For example, a secondary player         may be prevented from betting against a primary player, where         the house had an edge versus the primary player.     -   1.3. A player places bets for games from the past. In various         embodiments, a secondary player may place a bet on a game that         has occurred in the past. With respect to the game, at least one         of the following may have occurred in the past (e.g., before the         secondary player placed a bet on the game): (a) the game's         start; (b) the game's conclusion; (c) collection of a bet from         the primary player who played the game; and (d) payment of         winnings to the primary player who played the game.     -    When a game is originally played, a record of the game may be         created. The record may include data sufficient to recreate all         or part of the game. Such data may include: (a) one or more         seeds or random numbers used to generate outcomes for the         game; (b) one or more outcomes of the game (e.g.,         “cherry-bell-lemon”; e.g., a sequence of five cards, such as         cards constituting a poker hand; e.g., a set of hands of cards,         such as a player hand and dealer hand, or such as a player hand         and hands of the player's opponent; e.g., the number or numbers         showing on one or more dice, such as in a game of craps; e.g., a         sequence of numbers showing on a sequence of dice rolls; e.g., a         set of numbers in a game of keno; e.g., the payouts achieved in         a bonus round; e.g., the level achieved in a bonus round); (c)         one or more symbols comprising an outcome of the game; (d) one         or more cards; (e) reel positions for one or more reels of a         slot machine; (f) a number of decks used; (g) a decision made by         a primary player of the game; (h) one or more algorithms used to         generate an outcome of the game; (i) an identifier for the         gaming device used in the game; (j) a pay table used for the         game; (k) a make, model, or year for the gaming device used in         the game; (l) a date or time when the game was played; (m) a         location where the game was played; (n) a dealer involved in the         game; (o) a position of the primary player at a table used in         playing the game; (p) an identifier (e.g., a name) for the         primary player who played the game; (q) an identifier of another         player in the game (e.g., another player at a blackjack table         where the game was played); (r) a bet made by a primary player         of the game; (s) winnings received by the primary player in the         game; (t) video footage of the game; (u) audio footage of the         game; and (v) an order of cards dealt from a deck of cards.         Video footage of the game may include video footage from various         perspectives. In some embodiments, video footage may show or         focus on cards, dice, or reels, or other items which determine         and/or reveal the outcome of a game. Video footage may include         footage of actions in a game, such as footage of a player making         bets, making decision, and/or collecting winnings. Such video         footage may focus on a player's hands, for example. In some         embodiments, video footage may show or focus on a dealer or         other casino representative in charge of a game. In some         embodiments, video footage may show or focus on a player's face         or body. For example, video footage may show a player's facial         expressions or body language during a game. In some embodiments,         video footage may focus on spectators. In some embodiments,         video footage is recorded from a live game. In some embodiments,         video footage is generated. Video footage may be generated based         on stored data about a game.     -    Video footage may be generated in a number of ways. In some         embodiments, video footage may be generated by assembling stock         video clips. For example, one stock video clip may show a         primary player (e.g., an actor acting as a primary player)         making a bet. Another stock video clip may show a primary player         rolling the dice. There may be stock video clips of every         possible outcome in a game. For example, there may be a stock         video clip showing the every possible roll of two dice. To         assemble video footage of a complete game, the casino may e.g.,         put together a video clip of a bet being made, a video clip of         an outcome being rolled corresponding to the outcome that         actually occurred in the original game the secondary player is         betting on, and a video clip of a player collecting his         winnings. In some embodiments, stock video footage may include         video footage of entire games. Should a similar game later         occur, the same video footage may be used for the similar game         when the secondary player is participating in the similar game.     -    In some embodiments, video footage is generated using computer         algorithms. For example, computer algorithms may generate         footage showing a simulated primary player placing a bet and         rolling dice, the dice bouncing and landing, a simulated         croupier paying winnings, and so on. In various embodiments,         video may be generated so as to be true, as much as practicable,         to the data of the game. For example, video may be generated to         show a video or animated depiction of an outcome that actually         occurred in a game of a primary player.     -    In various embodiments, video may be generated based on data         about a game. Data indicating the bet amount of a primary player         may be used to generate video of a primary player (e.g., a         simulated primary player) making a bet of the same bet amount.         Data indicating an outcome of a game may be used to generate         video showing the same outcome being generated. Data indicating         intermediate symbols or indicia that appear during a game may be         used to generate video showing those same intermediate symbols         or indicia. For example, data indicating that a particular         position at a blackjack table was dealt the seven of hearts may         be used to generate video showing the simulated dealing of the         seven of hearts on a simulated blackjack table. Data indicating         the identity of a primary player may be used to generate video.         For example, based on a stored photo of a primary player, the         casino may generate cartoon caricatures of the primary player         playing a game. Data indicating the age or other demographic of         a primary player may be used to generate video. For example, if         the primary player is a 60 year-old female, the casino may         generate a cartoon caricature of a 60 year-old female playing a         game. In some embodiments, demographic data about a player may         be used to retrieve stock footage of a player with similar         characteristics. For example, stock footage of a 60 year-old         female player may be retrieved.     -    The record of the game may be stored by a gaming device, casino         server, third party server, or other device. Subsequently, a         secondary player may place a bet on the game, or on some aspect         of the game. Once the secondary player has placed a bet, data         stored in the record may be used to recreate the game, or to         recreate some aspect of the game. For example, video footage of         the game may be shown to the secondary player. In some         embodiments, the outcome of the game may simply be displayed for         the secondary player.     -    Based on the outcome of the game, and based on the bet placed         by the secondary player, the secondary player may lose his bet,         lose a portion of his bet, break even, or be paid winnings. For         example, if the outcome of the game is a winning outcome, then         the secondary player may be paid based on the standard rules of         the game. For example, if the secondary player bets $10 on a         game of blackjack, and the primary player in the game received         20 points to the dealer's 19, then the secondary player may win         $10 in addition to keeping his bet.     -    If the secondary player has placed a bet on what would happen         to the primary player, then the winnings and/or losses of the         primary player may be revealed to the secondary player. For         example, if the secondary player bet against the primary player,         and the primary player lost, the secondary player may win. If         the secondary player made a bet whereby the secondary player         receives twice the winnings of the primary player, and the         primary player wins $20, then the secondary player may receive         $40     -   1.4. A primary player on which a secondary player was betting is         no longer available. In various embodiments, a secondary player         may participate in one or more games played by a primary player.         For example, the secondary player may place bets on the games         played by the primary player. The primary player may, at some         point, terminate his playing session. The secondary player may,         on the other hand, wish to continue his participation in the         games of the primary player, and may thus find himself deprived         of opportunities to make bets on the games of the primary         player.         -   1.4.1. A primary player is asked to stay. In various             embodiments, the primary player may signal his intention to             terminate a playing session. For example, the primary player             may stand up, cash out, refrain from placing a bet even             though he is at a table game, and so on. The secondary             player may signal his desire to continue participating. For             example, the secondary player may press a button labeled             “continue session” on a betting interface. The secondary             player may communicate his desire verbally (e.g., to a             casino representative), via text (e.g., via a text message             sent to a casino representative) or in any other manner.             Regardless of whether the secondary player actually signals             his desire to continue participating, the primary player may             be contacted. For example, a representative of the casino             may contact the primary player. Such a representative may             include a waitress, pit boss, dealer, etc. The primary             player may be asked to stay and to continue playing. The             primary player may be offered a benefit for staying, such as             cash, goods or services, a free meal, show tickets, improved             odds, comp points, and so on. The primary player may be             informed that there is a secondary player who appreciates             the results of the primary player and wishes for the primary             player to remain.         -    In some embodiments, a primary player who has signaled an             intent to leave may be asked to stay only if one or more             criteria are satisfied. For example, the primary player may             be asked to stay only if at least three secondary players             have been participating in the games of the primary player.             Other criteria may include: (a) there are at least X             secondary players watching the games of the primary             player; (b) there are at least X secondary players who are             interested in participating in the games of the primary             player; (c) there has been at least X dollar amount of bets             placed by secondary players on each game of the primary             player; (d) there has been a total of at least X dollar             amount of bets placed by secondary players on games of the             primary player during a particular period of time, number of             games, particular playing session, etc.; (e) the casino has             made at least X dollars of profit from secondary players             having participated in the games of the primary player; (f)             the casino has made at least X dollars of theoretical win or             profits from secondary players having participated in the             games of the primary player; and so on. It will be             appreciated that a casino may require any combination of the             above criteria to be met in order for a primary player to be             asked to stay. There may be multiple ways of meeting the             above criteria, including by partially satisfying two or             more of the criteria. It will further be appreciated that             there may be other criteria that a casino may use based on             whose satisfaction the casino may ask a primary player to             continue with a playing session.         -    In various embodiments, a casino may offer a primary player             an opportunity to play a fair game (i.e., where the primary             player's expected winnings accounting for the cost of             betting are exactly 0), if the primary player will continue             to play.         -   1.4.2. The casino plays automatically. In some embodiments,             when a primary player terminates a playing session, the             casino or house may play in place of the primary player. For             example, a dealer at a blackjack table may continue to deal             a hand to the position where the primary player had been.             The dealer may make decisions for the hand, such as hit or             stand decisions. The decisions may be made according to             optimum strategy. The decisions may also be made based on             inputs from the secondary player. Another representative of             the casino may also stand in for the primary player. For             example, the other representative may sit at the table or             slot machine where the primary player had been, and may             resume play.         -    In some embodiments, game outcomes may be generated             automatically once the primary player leaves. For example, a             slot machine that the primary player has left may continue             to generate outcomes. The secondary player may thus continue             to place bets on the outcomes.         -    In some embodiments, a computer algorithm may make             decisions in a game. The computer algorithm may substitute             in for a primary player in a game so that a secondary player             may participate in the game without the presence of a human             primary player. In some embodiments a computer algorithm may             act as a primary player even when a secondary player had not             been participating in games of a prior human primary player.             In other words, a computer algorithm need not necessarily             substitute in for a primary player, but may serve as a             simulated or artificial primary player from the get go. A             computer algorithm may make decisions in a game. The             computer algorithm may make decisions of how much to bet;             decisions of what types of bets to make (e.g., the computer             algorithm may decide whether or not to make an insurance get             in a game of blackjack); decisions of whether to check, bet,             raise, call, or fold (e.g., in a game of poker); decisions             about whether or not to receive additional cards (e.g., in             games of blackjack or video poker); and any other decisions             that may be made in a game. The computer algorithm may refer             to a stored set of rules for making decisions in a game. For             example, the computer algorithm may refer to a table which             lists one or more possible situations which might arise in a             game and which lists a corresponding decision that should be             made should that situation arise. The computer algorithm may             also include procedures, logic, or other computational             methods for computing a decision given a game state. For             example, in a game of video poker, a computer algorithm may             compute expected winnings given each of several possible             decisions. The computer may determine which of the decisions             leads to the highest expected winnings and make that             decision.         -    In various embodiments, a computer algorithm may be             programmed to make decisions which yield the highest             expected winnings, payouts, and/or profits in a game. In             various embodiments, a computer algorithm may be programmed             to approximate the play of a human player. The computer             algorithm may be programmed to, at least occasionally, favor             strategies with emotional or intuitive appeal over those             that are optimal. For example, a computer algorithm may be             programmed to pursue a high paying hand in a game of video             poker even when expected winnings would be optimized by             pursuing a lower paying but more certain hand. In various             embodiments, computer algorithms may be programmed with             different personalities. Some might be programmed to take             big risks in the strategies they use. Some might be             programmed to play conservatively. Some computer algorithms             may be programmed to bet frequently (e.g., in games of             poker). Some computer algorithms may be programmed to bet             infrequently, and only with very good hands (e.g., in games             of poker).         -   1.4.3. An interrupted session of the primary player is             resumed when primary player returns. In some embodiments,             when a primary player leaves, the session of the secondary             player may be put on hold. That is, for the time being, the             secondary player may not have the opportunity of placing             bets and participating in games played by the primary             player. However, the secondary player may have the             opportunity to resume playing when the primary player             returns and initiates new games.             -   1.4.3.1. An alert is given to the secondary player when                 primary player returns. In some embodiments, the                 secondary player may be sent an alert when the primary                 player has returned, or when the primary player is soon                 to return, or when the primary player is likely to                 return. The alert may take the form of a phone call,                 email, text message, verbal alert by a casino                 representative, and so on.         -   1.4.4. In some embodiments, a secondary player may indicate             a primary player in whose games the secondary player may be             interested in participating. The secondary player may             thereby “tag” or “bookmark” the primary player as a player             in whose games the secondary player may wish to participate.             In various embodiments, the casino may allow the secondary             player to easily determine when a bookmarked primary player             is playing (e.g., is seated at a gaming device or gaming             table; e.g., has inserted a player tracking card at a gaming             device or gaming table; e.g., has played one or more games             in the recent past). For example, a secondary player may             peruse a list of bookmarked primary player. The secondary             player may select one of the primary players from the list             and may then be shown whether or not the primary player is             currently playing, what game the primary player is playing,             where the primary player is playing, or any other             information of interest. In some embodiments, the casino may             alert the secondary player anytime a bookmarked primary             player has begun playing. In some embodiments, the casino             may keep track of various statistics related to primary             players that the secondary player has bookmarked. The casino             may report such statistics to the secondary player when the             secondary player makes contact with the casino (e.g., sits             at terminal from which the secondary player may participate             in games of the primary player), or at any other time.             Statistics may include statistics about recent games played,             recent wins, recent losses, recent large payouts, recent             profits, and so on. Statistics need not necessarily be             recent, but may be recent if the secondary player has             previously learned of older statistics about the primary             player. In various embodiments, if a secondary player is             ready to begin participating in the games of a primary             player, the secondary player may be offered (e.g., by             default) the opportunity to participate in games of a             bookmarked primary player. The secondary player may be             offered the opportunity to participate in the games of a             first bookmarked primary player (e.g., a primary player that             is first on the secondary player's list of favorite primary             players). If the secondary player declines, the secondary             player may be offered the opportunity to participate in             games of a second bookmarked primary player (e.g., a primary             player that is second on the secondary player's list of             favorite primary players), and so on. In various             embodiments, secondary players may share tags or bookmarks             of primary players amongst themselves. For example, a             secondary player may publish a list of whom he thinks are             “lucky” primary players. Other secondary players may view             the list and decide to participate in the games of the             listed primary players.         -   1.4.5. An expected value is paid to the secondary player. In             various embodiments, a secondary player may have placed a             bet on results of a primary player spanning more than one             game. For example, the secondary player may have bet that a             primary player would be ahead monetarily after one hour of             play. If, however, the primary player leaves prior to             completing one hour of play, there is the potential that the             secondary player's bet remains unresolved. In various             embodiments, the secondary player's bet is settled for the             expected value (EV) of the secondary player's winnings. For             example, if, based on the current time, the current winnings             of the primary player, and the odds of the game that the             primary player has been playing, the expected winnings of             the secondary player are $8, then the secondary player may             be paid $8 when the primary player terminates his session.             The bet may also be settled for various functions of the EV,             such as for the EV less a processing fee, 50% of the EV, and             so on.         -   1.4.6. Bets are returned to the secondary player. In some             embodiments, when the primary player terminates a session, a             bet made be the secondary player that was dependent on the             primary player finishing the session may be returned to the             secondary player.         -   1.4.7. Options to participate in the games of other primary             players are shown to the secondary player. In some             embodiments, when the primary player terminates a session,             the secondary player may be presented with other primary             players on whom or on whose games the secondary player might             bet. By selecting one or more of the new primary players,             the secondary player may continue participating in games.             For the purposes of a bet that required the completion of             the session by the original primary player, the new primary             player may be treated as if he was continuing where the             original primary player left off. For example, the new             primary player may be treated as if he has lost $6 during             the past half hour, as the original primary player actually             did. If the new primary player subsequently wins $10 in the             next half hour, a bet made by the secondary player that the             original primary player would be ahead after an hour of play             would be a winning bet.         -    When a selection of new primary players is presented to the             secondary player, primary players presented may be chosen by             the casino based on similarities to the original primary             player. For example, suppose the original primary player was             from Texas. When the original primary player terminates his             session, new primary players may be presented wherein each             is also from Texas. Other characteristics that the original             and new primary players may share include: (a) both may play             the same type game (e.g., both may play IGT's Wheel of             Fortune® slot machines); (b) both may be of the same             gender; (c) both may be the same age; (d) both may have the             same occupation; (e) both may have the same geographic             location of residence or origin; (f) both may have common             interests (e.g., in music, food, sports, etc.); and (g) both             may share common birthdays.         -   1.4.8. The secondary player is given the opportunity to             become a primary player. He's told where he can sit down and             start playing. In some embodiments, when a primary player             terminates his session, the secondary player is offered the             chance to become a primary player. For example, the             secondary player is shown the location of the slot machine             or table game where the primary player had been playing. The             secondary player may be offered the opportunity to take the             seat and/or take the place of the primary player.         -   1.4.9. Historical games of the primary player are found. In             some embodiments, when the primary player terminates a             session of play, the secondary player may be offered the             opportunity to participate in historical games of the             primary player. In various embodiments, the historical games             may include games in which the secondary player has not             already participated. The secondary player may thereby have             the opportunity to continue benefiting from the skill, luck,             or other value he associates with the primary player.     -   1.5. Maintenance of player privacy. In various embodiments, the         identity of a primary player may be shielded from the secondary         player. This may prevent a secondary player from finding out         sensitive financial information about the primary player, from         scolding the primary player for unfavorable outcomes, or for         otherwise causing harm or discomfort to the primary player.         -   1.5.1. The secondary player doesn't see who he is betting             on. In various embodiments, facial features or any other             potentially identifying features of a primary player are             hidden from the secondary player. For example, in video             footage of the game of the primary player, the face is             blurred, covered, or completely omitted from the field of             view. Voices may be edited out or masked.         -   1.5.2. The secondary player does not know the location of             the person he is betting on. In various embodiments, the             location of the primary player is disguised or kept hidden.             Otherwise, especially for a live game, it would be             conceivable that the secondary player could find the primary             player by simply going to the location of the primary             player. Thus, in various embodiments, video footage of the             game of the primary player may omit distinguishing             characteristics of the primary player's location. Such             characteristics may include identifiable features of a             casino, such as pictures, sculptures, fountains, names of             restaurants, signs for a bathroom, signs for a poker room or             other casino sector, and so on. Distinguishing features of a             table game may also be disguised or omitted. For example, a             unique design or color of a table may be omitted. In various             embodiments, games or locations with readily identifiable             and/or unique characteristics may be ineligible for             participation by secondary players.         -   1.5.3. Limits to how many times a secondary player can bet             on one particular person. In various embodiments, there may             be a limit as to the number of games of a primary player in             which a secondary player may participate. This may lessen             the likelihood of the secondary player developing any strong             feelings towards the primary player one way or the other. In             various embodiments, there is a limit to the amount of time             that the secondary player is allowed to spend participating             in the games of a given primary player.         -    In various embodiments, a secondary player may be switched             from participating in the games of a first primary player to             participating in the games of a second primary player. The             secondary player may be switched without the secondary             player knowing that he has been switched. For example, the             secondary player may receive data about a game that includes             the symbols, indicia, and/or outcomes generated during the             game. However, the secondary player may not necessarily             receive identifying information about a primary player of             the game. Thus, when the secondary player is switched from             participating in the games of a first primary player to             participating in the games of a second primary player, the             secondary player may not be aware of the switch since the             secondary player may have no access to identifying             information for either the first or second primary players.             In various embodiments, the secondary player may be switched             form participating in the games of a first primary player to             participating in the games of a second primary player after             a predetermined number of games. For example, after             participating in 25 games of a first primary player, the             secondary player may be switched to participating in the             games of a second primary player. In various embodiments, a             switch may occur at random. For example, after every game             played by a first primary player, the casino may randomly             generate a number between 1 and 100. If the number is             greater than 80, the casino may switch the secondary player             from participating in the games of the first primary player             to participating in the games of a second primary player. In             some embodiments, the switch may occur after a random number             of games with an upper boundary. For example, if the             secondary player has not been switched after 20 games with a             first primary player, the secondary player may be switched             automatically. In some embodiments, a secondary player may             be switched upon his own request. In various embodiments,             when a secondary player is switched between the games of             different primary players with reasonable frequency, the             chances with which a primary player's privacy becomes             compromised may be reduced. In some embodiments, a secondary             player may be informed when he has been switched from the             games of a first primary player to the games of a second             primary player. In some embodiments, the secondary player is             not informed of the switch.         -   1.5.4. Introduction of a time delay so that the primary             player is no longer located where he had been by the time             the secondary player begins participation in the games of             the primary player. In various embodiments, a secondary             player is restricted to betting on games that have occurred             a predetermined amount of time in the past, e.g., one day or             more in the past. In this way, the secondary player is             unlikely to be able to contact the primary player, as the             primary player may no longer be in the vicinity. In various             embodiments, the secondary player is restricted to betting             on games that have been played by a primary player who has             already left the location in which the games were originally             played.     -   1.6. A secondary player or spectator is provided with knowledge         about what the next cards will be, or what the primary player's         opponent holds. The secondary player may watch the primary         player struggle with a decision while the secondary player         already knows the correct decision. In various embodiments, a         secondary player may be informed of some information about a         game that the primary player does not know, or at least did not         know at the time the primary player was participating in the         game. For example, a primary player may be engaged in a game of         video poker. The secondary player may watch the progress of the         game from a remote terminal. The secondary player may be         informed that the next four cards in the deck are all aces.         However, this information is not known to the primary player.         Thus, the secondary player may experience the excitement of         hoping the primary player will draw four cards.         -   1.6.1. The secondary player knows the next cards, the             symbols that will occur on reels, the proper door to open in             a bonus game, etc. In various embodiments, a secondary             player may be informed of one or more of the following at a             point in a game prior to when a primary player finds out (or             found out): (a) an outcome of a game (e.g.,             “cherry-cherry-cherry”); (b) a payment that the primary             player will receive based on the game; (c) a game result             (e.g., win, lose); (d) a reel position; (e) a symbol that             will appear on a reel (e.g., the secondary player may know             that the third reel of a slot machine will show a symbol             “bar” that will complete a winning outcome of “bar-bar-bar”             prior to when the primary player finds out); (f) a card that             will be received by the primary player; (g) a card that will             be received by a dealer; (h) a card that is at or near the             top of the deck being used in a game of cards; (i) a hand of             cards that will be achieved by a primary player should the             primary player make a particular decision (e.g., a hit             decision in blackjack); (j) an order of cards in a deck of             cards (k) a payment, result, or outcome that would result             from a particular choice in a bonus game of a gaming device             (e.g., the primary player would win 200 coins by choosing             door number 3 in a bonus game); (l) a card that will be             received by the primary player's opponent; (m) a card held             by the primary player's opponent (e.g., in a poker             hand); (n) a number that will appear on a die in a game             (e.g., in craps); (o) a number that will come up in the game             of roulette; and so on.             -   1.6.2. The secondary player may make a new bet at                 apparently good odds if the primary player is not likely                 to make a decision that would win for the secondary                 player. In various embodiments, a secondary player may                 be allowed to place a bet on a game being played by the                 primary player after finding out information about the                 game. The bet may be made at odds apparently favorable                 to the primary player. For example, suppose that a                 primary player holds an initial hand of video poker                 comprising the Ks, Kc, 10h, 3c and 7d. Unbeknownst to                 the primary player, but known to the secondary player,                 the next four cards in the deck are the Ah, Kh, Qh, and                 Jh. Thus, were the primary player to discard the Ks, Kc,                 3c, and 7d, the primary player would achieve a royal                 flush, the highest paying outcome, in various                 embodiments. The secondary player may be allowed to bet                 four coins on the game. The secondary player may win 1                 coin for a pair, jacks or better, 2 coins for two-pair,                 3 coins for three-of-a-kind, and 800 for a royal flush.                 Thus, the secondary player may bet 4 coins with an                 apparent potential to win 800 coins. Indeed, it is                 possible that the second player will win 800 coins.                 However, it would be very unlikely for the primary                 player to discard a pair of kings in order to draw four                 cards to the 10h. Thus, it is more likely the primary                 player will keep his pair of kings, draw three cards,                 and end up with three kings, providing the secondary                 player with a payout of 3 coins. Thus, in various                 embodiments, the strategy of a primary player may be                 predicted, e.g., by the casino server. The predicted                 strategy may be, e.g., an optimal strategy given lack of                 any knowledge about future results or outcomes (e.g.,                 future cards in a deck). Based on predictions of the                 primary player's strategy, the casino server may provide                 betting opportunities for the secondary player such that                 the house will maintain an advantage given the predicted                 strategies. The same betting opportunities provided to                 the secondary player may have provided the house with a                 disadvantage if the primary player were to be able to                 utilize knowledge of future results or outcomes (e.g.,                 future cards in a deck). Accordingly, a secondary player                 may make certain bets on a game in the hopes that the                 primary player will deviate from optimal or conventional                 strategy.             -   1.6.3. The secondary player may provide hints. In                 various embodiments, a secondary player may have the                 opportunity to convey a hint to the primary player. A                 hint may take the form of a suggested decision. For                 example, a hint may indicate that the primary player                 should discard the first and third cards in his hand of                 video poker. A hint may take the form of a veto. For                 example, the primary player may first indicate a                 particular choice of strategy, such as a particular                 combination of cards to discard in a game of video                 poker. The secondary player may provide an indication                 that such a strategy should not be followed. The                 secondary player may be allowed only one veto, or may be                 allowed up to a predetermined number of vetoes. A hint                 may take the form of information about a symbol, result,                 or outcome of a game. For example, in the bonus round of                 a slot machine game, the secondary player may inform the                 primary player of the number of coins behind door 2. It                 may happen that there are more coins behind door 3, but                 the secondary player may only be allowed to give a hint                 about door 2, in some embodiments.             -   1.6.4. The secondary player may watch the primary player                 for entertainment purposes. The secondary player may                 watch facial expressions during good outcomes or during                 near-misses. In various embodiments, the secondary                 player may derive entertainment or other gratification                 from watching the experiences of the primary player. The                 secondary player may, for instance, watch a primary                 player play a game in which the primary player will win                 a large payout. The secondary player can watch the                 expression on the face of the primary player (e.g., from                 video footage) and see the expression change from                 neutral to an expression of surprise and elation. The                 secondary player may choose to participate in games that                 are likely to have or to have had an emotional impact on                 the primary player. The secondary player may thus choose                 games in which a payment above a predetermined amount                 was won, in which a certain outcome (e.g., a winning                 outcome) was achieved, in which a jackpot was achieved,                 in which a bonus round was played, and so on. A                 secondary player may also choose a game in which the                 primary player comes close, or apparently comes close to                 achieving a large payment. For example, the secondary                 player may choose a game in which the primary player has                 four cards to a royal flush in video poker, and will                 draw a fifth card. The secondary player may also choose                 a game in which two out of three reels of a slot machine                 line up on jackpot symbols.             -   1.6.5. A search is performed to find games that include                 near misses of high paying outcomes, or any other                 characteristic. In various embodiments, a secondary                 player may receive information about various games that                 will happen, are in progress, or have happened already.                 Based on the information, the secondary player may                 choose a game in which to participate, or which to                 watch. The secondary player may have a preferred game he                 likes to play, a preferred primary player he likes to                 bet with (or on), a preferred dealer in whose game he                 wishes to participate, and so on. The secondary player                 may also wish to participate in games where he knows                 something about the outcome, results, or other                 information about the game. For example, the secondary                 player may wish to participate in games where the first                 two reels of a slot machine show the jackpot symbols.             -    In various embodiments, the secondary player may                 indicate a desired criterion, or desired criteria about                 the game. Various games satisfying the criterion or                 criteria may then be made available for the secondary                 player to participate in. The secondary player may then                 choose one or more of the games to participate in. In                 various embodiments, once the secondary player has                 indicated a criterion or criteria, the secondary player                 may automatically begin participating in a game matching                 the criterion or criteria. Criteria indicated for a game                 by a secondary player may include one or more of the                 following: (a) the game has a particular dealer; (b) the                 game has a particular number of players; (c) the game is                 played at a particular gaming device; (d) the game is                 played at a particular type of gaming device; (e) the                 game is played by a particular primary player; (f) the                 game is played by a primary player with a particular                 characteristic (e.g., age, race, marital status,                 nationality, area of residence, occupation, etc.); (g)                 the game has a potential payout above a particular level                 (e.g., the game has a payout of more than 1000 times the                 bet); (h) the game has an expected payout above a                 certain level (e.g., an expected payout of more than 95%                 of the original bet); (i) the game has a bonus                 round; (j) the game is played in a certain location; (k)                 the game is played at a certain time or date; (l) the                 game is, or will be a winning game (e.g., the game will                 pay at least three times an initial bet of the primary                 player); (m) the game will feature an outcome that has                 almost all the required symbols necessary for a large                 payout (e.g., a game of video poker has four cards to a                 royal flush); and so on.             -   1.6.6. Preventing collaboration. In various embodiments,                 measures may be taken to prevent collaboration between                 the primary player and the secondary player.                 Particularly if the secondary player knows information                 about the game, such as hidden cards in a deck, the                 secondary player would be able to confer an advantage to                 the primary player and to himself by communicating with                 the primary player. As discussed previously, the                 identity of the primary player may be shielded from the                 secondary player. Similarly, the identity of the                 secondary player may be shielded from the primary                 player. One or both of the primary and secondary players                 may be kept in an enclosure, such as a sound-proof room                 or Faraday cage, that reduces the possibility of                 communication. Signal detectors, such as antennas, may                 be placed near the primary or secondary players to                 detect possible communications between the two. Cell                 phones, pagers, Blackberries™ and other communication                 devices may be temporarily confiscated from either or                 both of the primary and secondary players. The secondary                 player may participate in the game only after one or                 more, including all game decisions have been made in the                 game.         -   1.7. What happens if a machine needs servicing in the middle             of a roll? What happens if the primary player is taking too             long to finish a game? In various embodiments, the             completion of a game may be delayed or prevented. For             example, a gaming device may break down in the middle of a             game. A primary player may get into a discussion with a             friend in the middle of a video poker game, and may thus             delay a decision in the game for several minutes. A             secondary player participating in a delayed game may find             the delay frustrating and may wish to complete the game in             some other manner.             -   1.7.1. A game is completed automatically. In various                 embodiments, the game may be completed automatically,                 e.g., by the casino. The game that is completed                 automatically may, in fact, be a copy of the original                 game, so that the primary player can complete the                 original game on his own. However, the secondary player                 may receive a payment based on the automatically                 completed game. The game may be completed using a                 predetermined strategy, such as optimal strategy. The                 game may be completed using a random strategy where, for                 example, one of several possible strategies is selected                 at random.             -   1.7.2. The secondary player makes the decisions in a                 game. In some embodiments, the secondary player may have                 the opportunity to complete the game by making his own                 decisions. For example, if the game is blackjack, the                 secondary player may indicate decisions such as “hit” or                 “stand” so as to complete the game. The secondary player                 may, in various embodiments, complete a copy of the                 original game, so that the primary player may complete                 the original game on his own. A copy of the original                 game may include a second game with one or more similar                 parameters or aspects to the first game. For example, in                 the copied version of the game, one or more of the                 player hand, the dealer's hand, the order of cards in a                 deck, the prizes available behind certain doors in a                 bonus game, etc., may be the same as in the original                 game.             -   1.7.3. A bet is returned to the secondary player. In                 various embodiments, when a game is delayed, the bet                 placed by the secondary player on the game may be                 returned to the secondary player.             -   1.7.4. The secondary player is provided with an expected                 value of his winnings at that point in the game. In                 various embodiments, when a game is delayed, the                 expected payment or the expected winnings to be paid the                 secondary player may be provided to the secondary                 player. In some embodiments, a function of the expected                 payment is provided, such as the expected payment less a                 fee.     -   1.8. Communication between the secondary player and the primary         player. In some embodiments, the primary player and the         secondary player may be given the opportunity to communicate.         Communication may occur via text, voice, or any other means.         Communication may occur through the casino server. Communication         may be monitored by the casino, such as by a computer program or         a casino representative. Communication may be edited or         prevented if there is inappropriate or threatening language         and/or if communication somehow provides either the primary         player or secondary player with an unfair advantage.         -   1.8.1. The secondary player sends help to the primary             player. For example, “you should hit here”. In some             embodiments, the secondary player may send help to the             primary player. The secondary player may help the primary             player with strategy in a game such as blackjack, video             poker, or live poker. In video poker, the secondary player             may suggest which cards the primary player should discard.             In blackjack, the secondary player may suggest whether to             hit, stand, double down, split, etc. In a live game of             poker, the secondary player may advise the primary player             whether to check, bet, raise, fold, or call. The secondary             player may also suggest an amount of a bet or raise. The             secondary player may provide other suggestions or opinions,             such as suggesting that another player is probably bluffing.             The secondary player may provide additional information,             such as the probabilities of various events occurring given             a particular strategy. For example, the secondary player may             indicate that the primary player would have roughly 2 to 1             odds against making a flush should he continue in a game of             poker.         -   1.8.2. The secondary player takes over the game. In various             embodiments, a secondary player may take the place of a             primary player in making decisions in a game. For example,             the secondary player may transmit signals that cause game             decisions to be made without additional input by the primary             player. For example, the primary player may press a button             on a gaming device labeled “defer to secondary player”. The             secondary player may then select, e.g., cards to discard             from a remote terminal. The remote terminal may, in turn,             transmit to the gaming device indications of which cards the             secondary player has chosen to discard. The chosen cards may             then be removed from the primary player's hand and replaced             with new cards. The primary player may win or lose, and may             receive payments based on the decisions made by the             secondary player.         -   1.8.3. Sending a tip to the primary player. In various             embodiments, the secondary player may send a tip, other             consideration, or other token of gratitude to the primary             player. For example, if the primary player has just won a             large payment, thereby causing the secondary player also to             win a large payment, the secondary player may be grateful             and wish to tip the primary player. The secondary player may             provide an indication that he wishes to tip the primary             player, e.g., by pressing a button on a remote terminal. The             casino server may then deduct the amount of the tip from an             account associated with the secondary player, and add such             amount to an account associated with the primary player. The             casino server may also cause the amount of the tip to be             paid out at the primary player's gaming device or table,             e.g., in the form of a coin or cashless gaming receipt. In             some embodiments, the primary player may pay to have             something delivered to the primary player. For example, the             secondary player may pay for a bottle of wine. A casino             representative, such as a waitress, may then deliver the             bottle of wine to the primary player at the location of the             primary player.     -   1.9. Betting interfaces. A secondary player may participate in         the game of a primary player using various interfaces. The         interfaces may allow the secondary player to select a game in         which to participate, including selecting various aspects of a         game, such as the machine on which the game is played, the         primary player playing the game, the time, and so on. The         interface may allow the secondary player to select a bet type.         For example, the secondary player can bet for a primary player         to win, or for a primary player to lose. The interface may allow         the secondary player to select a bet amount. The interface may         allow the secondary player to insert cash or other         consideration, to identify himself (e.g., for the purposes of         receiving comp points), and to cash out winnings or remaining         balances.         -   1.9.1. Internet. A secondary player may participate using a             network, such as the internet or a casino intranet. The             secondary player may employ a computer, such as a personal             computer, for this purpose. The secondary player may view a             selection of games to participate in, progress of a current             game, credit balances, etc., using a computer monitor. The             secondary player may input decisions using a mouse, computer             keyboard, or any other computer input device. For example,             the secondary player may key in a bet amount using a numeric             keypad on a computer keyboard. The secondary player may also             use a device such as a phone, a cell phone, personal digital             assistant, or Blackberry™. The contents of the following             United States patent applications, listed with serial             numbers, titles, and matter numbers in parenthesis, are             incorporated by reference herein for all purposes: (a) Ser.             No. 10/835,995 System and Method for Convenience Gaming             (075234.0121); (b) Ser. No. 11/063,311 System and Method for             Convenience Gaming (075234.0136); (c) Ser. No. 11/199,835             System and Method for Wireless Gaming System with User             Profiles (075234.0173); (d) Ser. No. 11/199,831 System for             Wireless Gaming System with Alerts (075234.0174); (e) Ser.             No. 11/201,812 System and Method for Wireless Gaming with             Location Determination (075234.0176); (f) Ser. No.             11/199,964 System and Method for Providing Wireless Gaming             as a Service Application (075234.0177); (g) Ser. No.             11/256,568 System and Method for Wireless Lottery             (075234.0178); (h) Ser. No. 11/210,482 System and Method for             Peer-to-Peer Wireless Gaming (075234.0179); (i) 60/697,861             Enhanced Wireless Gaming System (075234.0183). The device             used by the secondary player for participating in games may             communicate with a casino server via the network, as is             commonly known in the art. Messages may be exchanged back             and forth between a device used by the secondary player and             the casino, the messages taking the form of streams of bits             represented by electronic pulses, optical pulses, or any             other practical representation.         -   1.9.2. Felt table with live dealer. In various embodiments a             secondary player may participate in a game by sitting at a             table and interacting with a casino representative. The             table at which the secondary player sits may be different             from the table the primary player sits at. Thus the game             activities of the primary player may occur elsewhere from             the location of the secondary player. However, the secondary             player may store cash or chips at his table, and may             indicate bets by placing chips at certain parts of the             table. From this table, the secondary player may watch the             action in the game of the primary player, e.g., using closed             circuit television. Based on the outcome of the game played             by the primary player, the secondary player may receive             payments at his table. Thus, for example, the casino             representative at the table of the secondary player may             collect bets from the secondary player, and may pay winnings             to the secondary player if the outcome of the game of the             primary player is winning for the primary player. The table             of the secondary player may appear similar to that of the             primary player. For example, the table may have the same             shape and surface markings. The secondary player may even             sit at the same position with respect to his table as the             primary player sits with respect to the primary player's             table. The secondary player may enjoy a similar experience             to that of the primary player, only, perhaps, without the             cards, dice, or other game apparatus used at the table of             the primary player. In various embodiments, the table of the             secondary player may serve as a means for the secondary             player to make bets, receive winnings, and possibly to view             the game of the primary player.         -    In some embodiments, the secondary player uses the same             table or gaming device as does the primary player. For             example, the secondary player may place a bet beside the             hand of the primary player. The secondary player may then             receive payments based on the outcome of the game of the             primary player.         -   1.9.3. Machine at the casino. In some embodiments, a             secondary player may participate in a game using a machine             or terminal configured to allow participation in a separate             game. The terminal may include a coin slot, bill validator,             credit card reader, and/or other means for accepting             consideration. The terminal may include buttons, keys,             roller balls, and/or other input devices that may be used by             the secondary player for selecting a game in which to             participate, for selecting bet amounts, for selecting bet             types, and so on. The terminal may be in communication with             the device that conducts the actual game. For example, the             terminal of the secondary player may be in communication             with a gaming device at which the primary player is playing.             The terminal may thus receive from the device of the primary             player an indication of games played by the primary player,             amounts bet, outcomes received, and other pertinent             information. The terminal of the secondary player may be in             direct communication with the device of the primary player,             or may be in communication with the casino server which, in             turn, communicates with the device of the primary player.             The terminal of the secondary player may also be in             communication with sensors, detectors, and/or other             monitoring devices at a game played by the primary player,             such as at a blackjack game. For example, the terminal of             the secondary player may receive feeds from cameras located             at a blackjack game being played by the primary player. In             various embodiments, a dealer or other casino representative             may report information about a game of the primary player.             For example, a dealer may input into keypad connected to the             casino server that a primary player has been dealt an ace             and a ten in a game of blackjack. Such information may             subsequently be received at the terminal of the secondary             player, and may be used in determining a payment for the             secondary player. The terminal of the secondary player may             be a mobile device, e.g., a mobile device as set forth in             Nevada bill AB471.         -    In some embodiments, the terminal of the secondary player             may be constructed or configured to look like a gaming             device. Betting interfaces at the terminal may be designed             to mimic or appear similar to those at the gaming device.             Graphics shown on the housing or the screen may also be             similar. However, the terminal may simply recreate and             redisplay games and outcomes generated by the gaming device.             The terminal may not, in various embodiments, generate games             or outcomes of its own, e.g., using its own processor or             locally stored algorithms. In various embodiments, the             terminal may comprise a kiosk.         -   1.9.4. Casino desk. In various embodiments, a secondary             player may visit a casino desk, casino cage, or other casino             venue where bets may be placed in person. The secondary             player may there select a game in which to participate. The             secondary player may place a bet. The secondary player may             receive some record of his bet. The record may be a paper             receipt, for example. The record may include the name of the             secondary player, the name of the primary player, the type             of game, the time of the game, the machine or location at             which the game was played, the amount of the bet, the terms             of the bet (e.g., what outcomes constitute winning             outcomes), and any other pertinent information. Upon             resolution of the game, the secondary player may return to             the desk and receive payment of any winnings.         -   1.9.5. How bets are entered. In various embodiments bet             amounts and bet selections may be entered using buttons,             keyboards, microphones, computer mice, joysticks, or any             other input devices. A secondary player may also place bets             and indicate bet amounts according to rules. Rules may             include instructions that may be followed by a computer             algorithm, the instructions indicating rules or conditions             specifying when and how much to bet. By betting according to             rules, the secondary player may save himself the effort of             repeatedly indicating a desire to place a bet. Rules may             include the following: (a) continue betting $1 on each new             game until the secondary player provides an indication to             stop; (b) continue betting $1 on each new game for the next             20 games; (c) bet $1 on the game following every win, and             double the prior bet following every loss; (d) continue             betting until a credit balance reaches either 0 or $100; and             so on. In some embodiments, rules may be entered explicitly             by the secondary player. In some embodiments, different sets             of rules may be predefined. A secondary player need then             only select one of the predefined sets of rules to have             betting done automatically on his behalf according to the             selected set of rules. In some embodiments, a set of rules             indicates that the prior bet should be repeated. A secondary             player may simply need to confirm each new bet before it is             made. For example, for a first game, a secondary player may             bet 5 coins on each of 7 pay lines of a slot machine game.             For a second game, the secondary player may simply press a             “repeat prior bet” button in order to once again bet 5 coins             on each of 7 pay lines. Without pressing such a button, the             process of entering the bet again might be time consuming.             Further, the primary player may have continued on with the             next game before the secondary player had time to enter the             bet a second time. In various embodiments, a secondary             player may specify a bet with reference to a prior bet. For             example, the secondary player may indicate a desire to bet             twice his prior bet, or to make the same bet he made two             games ago.             -   1.9.5.1. Layout of the betting screen and the graphical                 user interface. In various embodiments a secondary                 player may choose a bet type; choose a bet amount;                 follow the progress of a game; follow the progress of a                 primary player; view statistics related to a gaming                 device, table, dealer, primary player, casino, etc.; all                 using a betting interface on a display screen. The                 display screen may also function as a touch screen so                 that the secondary player may interact with the screen                 by touching it in certain locations. A first location of                 the screen may include a selection area. Shown in the                 selection area may be any number of attributes                 pertaining to a game. For example, a selection area may                 list a number of primary players. The secondary player                 may select one of the primary players to indicate that                 the secondary player would like to participate in the                 game of the selected primary player. The selection area                 may present a selection of: (a) primary players; (b)                 gaming devices; (c) times; (d) dates; (e) casinos; (f)                 game types (e.g., video poker, slot, etc); (g)                 dealers; (h) opponents; (i) game results (e.g., ranges                 of payouts provided by the game, such as games which                 paid 0-2 coins, games which paid 3-4 coins, games which                 paid 5-6 coins, etc); and so on. Possible selections may                 be presented as a menu, a list, a scroll bar, or any                 other presentation. The secondary player may go through                 various layers of selection until he has completely                 specified a game in which to participate. For example,                 the secondary player may first select a primary player,                 then a gaming device, then a time of a game. Each set of                 choices may be presented as a new menu.             -    A second location of the screen may include a betting                 area. In the betting area, the secondary player may                 indicate an amount to bet on a game. The secondary                 player may specify a number of outcomes to bet on, such                 as a number of pay lines to bet on, or a number of hands                 of video poker on which to bet. The secondary player may                 also specify an amount to bet on each pay line or each                 outcome. If different types of bets may be made (e.g., a                 main bet and an insurance bet in blackjack, or pass line                 and hard eight in craps), then the secondary player may                 specify which of such bets he wishes to make. A                 secondary player may specify bets to be made on the                 primary player. For example, the secondary player may                 specify a bet that the primary player will lose or will                 win, or may specify a bet that the primary player will                 win more than a certain amount.             -    A third location of the screen may include an area                 where information about a game is displayed. The area                 may allow the secondary player to follow the progress of                 the game. In this area, the secondary may watch as new                 symbols (e.g., cards in a card game or symbols on slot                 reels) arise, as new bets are made by the primary player                 and/or his opponent(s), as decisions are made by the                 primary player, as decisions are made by the dealer, as                 hidden symbols are revealed (e.g., as a dealer's down                 card is turned face up in the game of blackjack), as                 bets are collected (e.g., from the primary player), and                 as winnings are paid out (e.g., to the primary player).                 The third location of the screen may include live video,                 animations depicting a reenactment of the game,                 pre-recorded video of the game, pre-recorded video                 depicting a game similar to the game in which the                 secondary player is participating, or any other video                 depiction. The third location may include text                 descriptions of events in the game. For example, a text                 description may read, “Joe Smith has just been dealt a                 pair of kings.”             -    A fourth location of the screen may allow a secondary                 player to view statistics related to a gaming device,                 table, dealer, primary player, casino, etc. For example,                 the fourth location may show the number of times a                 primary player has won or lost in his last 100 games, a                 graph depicting the bankroll of the primary player over                 the last two hours, the number of times a particular                 gaming device has paid more than 20 coins in the last                 day, and so on. Statistics may be presented in any                 conceivable form, such as using tables, graphs, bar                 graphs, line graphs, pie charts, and so on.             -    A fifth location of the screen may allow a secondary                 player to communicate with the primary player, with a                 casino representative, with other secondary players, or                 with others. The fifth location may comprise a chat                 area, for example, where text conversations are tracked,                 and where different statements are labeled with the name                 of the originator of the statement.             -    A sixth location of the screen may allow the secondary                 player to follow his own progress. For example, the                 secondary player may see his account balance and                 statistics about his own wins or losses.             -    A seventh location of the screen may allow the                 secondary player to cash out a portion of his winnings                 and/or account balances.             -    An eighth location of the screen may allow the                 secondary player to summon a casino representative,                 e.g., to order food.             -    As will be appreciated, the locations described above                 may be overlapping. All locations need not have the same                 function at once, but may alternate. For example, at a                 first point in time, the screen may be occupied                 completely with video footage of a game. When the game                 finishes, the video footage may be replaced with                 statistics about the player. It will be further                 appreciated that there may be additional locations on                 the screen.         -   1.9.6. In order to participate in the games of a primary             player, a secondary player may provide identifying             information about himself. Identifying information may             include a name, age, state of residence, nationality,             driver's license number, social security number, and/or any             other identifying information. The casino may use such             identifying information in order to verify that the             secondary player is authorized to place bets and/or to             participate in games as a secondary player. For example, the             casino may use identifying information to verify that a             secondary player is over 21 years of age. The casino may             only permit the secondary player to participate in games of             the primary player if the secondary player is over 21 years             of age.         -    In various embodiments, a secondary player may be             identified automatically by the casino. For example, the             secondary player may seek to participate in a game while             situated at a remote terminal or device. The remote terminal             or device may be configured to check the identity of the             secondary player prior to communicating with the casino. The             terminal or device may only communicate with the casino, in             some embodiments, if the secondary player is a particular             player. Thus, the casino may automatically identify a             secondary player by virtue of the terminal or device at             which the secondary player is situated. If a terminal or             device is configured only to communicate with the casino             when a particular secondary player has identified himself to             the terminal or device, then the casino can be assured that             a particular secondary player is desirous of participating             in games. The particular secondary player may be, for             example, a particular secondary player that is authorized to             participate in games. In some embodiments, a remote device             or terminal may constitute a mobile device (e.g., a mobile             device as set forth in Nevada bill AB471). The mobile device             may be programmed to be used only by a particular secondary             player. Therefore, if the secondary player is authorized to             make bets, and the mobile device is configured to             communicate with the casino only when the particular             secondary player is using it, then the casino may assume             that it is an authorized secondary player that is placing             bets through the mobile device.     -   1.10. The secondary player bets on outcomes on which the primary         player did not. In various embodiments, a secondary player may         place bets on results or outcomes that were not bet on by the         primary player. As will be appreciated, for a given game, there         can be many possible outcomes, and many types of bets placed on         the various outcomes. For example, in craps, many different bets         can be placed in the same game, among them pass and don't pass.         -   1.10.1. The secondary player bets on a pay-line that the             primary player did not. In various embodiments, the             secondary player may bet on a pay-line of a slot machine             that was not bet on by the primary player. For example, a             slot machine may include three pay-lines, e.g., lines 1, 2,             and 3. The primary player may bet on pay-line 1. The             secondary player may bet on pay-line 2 and/or pay-line 3.             The secondary player may, in various embodiments, bet on             pay-line 1 as well. In some embodiments, the secondary             player is only allowed to bet on pay-lines that the primary             player has not already bet on. Such embodiments may help             prevent a secondary player from determining a game in which             the primary player has achieved a winning pay-line, and then             betting on the same pay-line. In some embodiments, a             secondary player may bet on pay-lines that were not             available to the primary player when he played. For example,             the secondary player may bet on a custom pay-line consisting             of the top two symbols on a first reel, and the bottom             symbol on a second reel of a slot machine. In some             embodiments, the secondary player may bet on a pay-line that             was not even visible to the primary player during his play             of the game. For example, a slot machine may only show one             symbol on each reel in a viewing window. The symbol on each             reel that is one position above the viewing window may not             be visible. Nevertheless, the secondary player may have the             opportunity to bet on a pay-line comprising the row of             symbols one position above the viewing window. Similarly,             the secondary player may bet on a pay-line comprising the             row of symbols one position below the viewing window. In             various embodiments, any other pay-line or outcome may be             constructed using visible and non-visible symbols. For             example, a pay-line may be constructed using some symbols             that were visible, and some symbols that were not visible to             the primary player.         -   1.10.2. In various embodiments, the secondary player may             place bets on symbols that were never even shown to the             primary player. Such symbols may have occurred, for example,             well above the viewing window. In some embodiments, such             symbols may be shown to the secondary player.         -   1.10.3. Play a card game with unused cards. For example, in             video poker, only the top 10 cards may be used during a             game. The secondary player could play another game using             cards from the bottom of the deck. In various embodiments, a             secondary player may play a game using cards, symbols, or             other indicia that were not revealed to the primary player.             For example, a primary player may participate in a game of             video poker. The primary player may use the top nine cards             from a shuffled deck during the game (e.g., the primary             player receives an initial deal of five cards, and             subsequently draws four additional cards). However, in a             standard 52-card deck, 43 cards would remain in the deck.             The secondary player may play a new game using the 43             remaining cards. The secondary player may thus engage in a             game for which no person yet knows the outcome. This may             help to avoid situations where a secondary player can choose             to participate in a game where he knows the outcome will be             favorable to him. In various embodiments, a secondary player             may participate in a new game using cards remaining after a             game of blackjack, after a game of poker, after a game of             casino war, or after any other game. In various embodiments,             the secondary player may make his own decisions in the game,             e.g., rather than relying upon decisions of the primary             player. In various embodiments, a secondary player may use             cards remaining in a deck for a game other than the game for             which the deck was first used. For example, after a deck is             used for a video poker game of the primary player, the             secondary player may use the remaining cards in the deck for             a game of blackjack.         -   1.10.4. The secondary player bets on some function of the             data from a game. In some embodiments, a secondary player             may bet on some function or transformation of the outcomes,             results, or other data used in a game played by a primary             player. As used herein, the term “function” may refer to a             process or procedure for relating any acceptable input to an             output, such that there is only one output per unique input.             The output and input may be numerical or non-numerical. As             used herein, a “function of” an input may refer to the             resultant output when the function is used to relate the             input to the output. As used herein, the term             “transformation” may refer to a process or procedure for             relating any acceptable input to an output.             -   1.10.4.1. An outcome is generated using a function of a                 random number used in generating an outcome in the                 primary game. Suppose a random number 10232 was used to                 generate an outcome in a game of a primary player. The                 random number+1 could be used, such that the number                 10233 is used. This could yield a completely different                 outcome. Various games played at a casino utilize random                 number generators. For example, a slot machine may                 utilize a random number generator to choose a random                 number for each reel of the slot machine. Each random                 number is then used to determine the symbol that should                 be revealed by the corresponding reel. In various                 embodiments, a game played by a secondary player may use                 a new set of random numbers generated based on some                 function of the random numbers used in a game played by                 the primary player. For example, the random numbers used                 in the game played by the secondary player may consist                 of the random numbers used in the game played by the                 primary player with one added to each. Thus, {10245,                 31189, 19320} may be transformed to {10246, 31190,                 19321}. The new set of random numbers may be used as                 inputs to an algorithm (e.g., the same algorithm used in                 the game played by the primary player), to generate the                 symbols or outcomes of the game played by the secondary                 player. As will be appreciated, any function of the                 random numbers in the primary player's game may be used                 to come up with random numbers in the secondary player's                 game. For example, one may be subtracted from each                 random number, the order of the random numbers may be                 changed (e.g., so each random number now corresponds to                 different one of the reels), each random number may be                 multiplied by a factor, and so on.             -    In various embodiments, seed numbers may be used in the                 generation of random numbers. Thus, in some embodiments,                 a seed number used in a game played by a primary player                 may be transformed according to some function (e.g., one                 may be added) in order to generate a seed to be used in                 the game played by the secondary player.             -    In various embodiments, a game played by a primary                 player may result in a first outcome with a first                 associated payout. The game may be disguised by changing                 the first outcome to a second outcome with the same                 payout. Thus, the primary player may view the first                 outcome while he plays the game, but the secondary                 player may view the second outcome when he participates                 in the game. Monetarily, the primary player and the                 secondary player may have had the same experiences. In                 other words, given identical bets, both the primary                 player and the secondary player will have had the same                 payouts, in various embodiments. However, the primary                 player and the secondary player will have seen different                 representations of the game. For example, suppose a slot                 machine game includes several possible outcomes. Among                 the possible outcomes are “bar-bar-bar” with an                 associated payout of 10 coins, and                 “cherry-cherry-cherry”, also with an associated payout                 of 10 coins. The primary player may play the game and                 achieve the outcome “bar-bar-bar”. The secondary player                 may also participate in the game. When the game is                 presented to the secondary player, the secondary player                 may be shown an outcome of “cherry-cherry-cherry”.             -    Thus, in various embodiments, a first outcome of a game                 may be generated for a primary player. The casino may                 determine what other outcomes have the same payout as                 the first outcome. From among the other outcomes, the                 casino may select one to present to a secondary player                 who has participated in the game.             -    In various embodiments the outcome presented to a                 secondary player may differ both in terms of the                 constituent symbols and in terms of the payout from the                 outcome that was seen by the primary player. However,                 over the course of two or more games, a secondary player                 may be presented with outcomes whose associated payouts                 sum to the same total as do the payouts associated with                 the outcomes presented to the primary player over the                 course of the same two or more games. For example, both                 a primary player and a secondary player may participate                 in the same two games. In the first game, the primary                 player may be presented with outcome A and receive an                 associated payout of 4 coins. For the first game, the                 secondary player may be presented with outcome C and                 receive an associated payout of 3 coins. In the second                 game, the primary player may be presented with outcome B                 and receive an associated payout of 6 coins. For the                 second game, the secondary player may be presented with                 outcome D and receive an associated payout of 7 coins.                 Thus, neither the primary and secondary players have                 been presented with different outcomes over the course                 of the two games. However, after two games, both have                 received the same total payouts, each having received 10                 coins in total.             -    In various embodiments, a secondary player may view                 what is essentially the same game that the primary                 player is playing. However, the game may be disguised by                 replacing symbols from the presentation to the primary                 player with new symbols for presentation to the                 secondary player. For example, a “cherry” when viewed by                 the primary player becomes a “dog” when viewed by the                 secondary player. In terms of underlying logic, however,                 the games may remain the same. For example, “cherry” may                 always map to “dog”, and likewise there may be a                 consistent function which maps the symbols shown to the                 primary player to the symbols shown to the secondary                 player. The pay tables on display for the primary and                 secondary players may exhibit a similar functional                 relationship. For example, suppose the primary player's                 pay table includes a line showing a payout of 15 for                 “cherry-cherry-cherry”. A corresponding line on the pay                 table for the secondary player may include a line                 showing a payout of 15 for “dog-dog-dog”. In various                 embodiments, other graphics may be altered. For example,                 a background coloration of the game viewed by the                 primary player may be blue, whereas the background                 coloration of the same game viewed by the secondary                 player may be green.             -    In various embodiments, a second game presented to the                 secondary player may be a different type of game from                 that presented to the primary player. However, an                 outcome may be chosen for presentation to the secondary                 player that has the same payout as an outcome that                 occurred in a game played by the primary player. For                 example, a primary player may be involved in a game of                 Casino War. The secondary player may view the outcomes                 of the games of the primary player, but disguised as the                 game of craps. For example, if the primary player wins a                 game of Casino War (e.g., by being dealt a card with a                 higher rank than the card dealt to the dealer), then the                 secondary player may be shown an animated sequence of                 dice rolling a seven during the first roll of the game                 (i.e., a winning outcome in craps). If, however, the                 primary player loses the game of Casino War, then the                 secondary player may be shown an animated sequence of                 dice rolling a two on the first roll of the game (i.e.,                 a losing outcome in craps).             -    The various methods of disguising a game described                 herein may provide an advantage, in certain embodiments,                 of making it difficult for the secondary player to                 determine details about the original game in which he is                 participating. For example, this may make it difficult                 for the secondary player to vary his bets based on                 advanced knowledge about the outcome of the original                 game.             -   1.10.4.2. The same random number may be used, but a                 different reel configuration. In various embodiments, a                 gaming device may store an internal table or function                 which maps random numbers to symbols or outcomes. For                 example, the random number 1293 may map to the symbol of                 “cherry” on reel 1 of a slot machine. In various                 embodiments, a game played by a secondary player may                 utilize the same random numbers used in a game played by                 a primary player. However, the game of the secondary                 player may include a different table or matching                 function between random numbers and symbols. Thus, for                 example, in the game played by the secondary player, the                 number 1293 may map to the symbol “bell” instead of                 “cherry”. Accordingly, using the same random numbers,                 the game of the secondary player may arrive at different                 symbols or outcomes than those that occurred in the game                 of the primary player.             -    In various embodiments, a gaming device may store an                 internal table or function which maps random numbers to                 reel positions. For example, the random number 2451 may                 instruct a gaming device to stop reel 1 with position 12                 visible in the viewing window of the gaming device. Each                 position on a reel may feature a symbol. For example, a                 reel may have ten positions, each position corresponding                 roughly to 36 degrees of arc of the circular reel. Thus,                 by instructing a gaming device to stop a reel at a                 certain position, a random number will also instruct the                 reel to display the symbol featured at the certain                 position. In various embodiments, the game played by the                 secondary player may utilize the same random numbers                 utilized by the game played by the primary player.                 However, the positions and/or ordering of one or more                 symbols may be changed. Thus, the same reel position in                 the game of the secondary player may corresponding to a                 different symbol than it did in the game of the primary                 player. Thus, using the same set of random numbers, the                 game of the secondary player may nevertheless result in                 different symbols or outcomes than does the game of the                 primary player.             -   1.10.4.3. What if all cherries were transformed into                 bars? A secondary player may bet on real outcomes, but                 with one aspect altered into another. In some                 embodiments, one or more symbols obtained in a game                 played by a primary player may be mapped to other                 symbols in a game played by a secondary player. For                 example, any “cherry” symbol in a game of a primary                 player may be transformed into a “bar” symbol in a game                 of a secondary player. Thus, if the primary player                 receives the outcome of “cherry-bell-cherry”, the                 secondary player will receive the outcome of                 “bar-bell-bar”. The pay table, between the two games,                 may remain the same. In embodiments where the pay table                 remains the same, it is possible for a winning outcome                 to be mapped to a losing outcome, and for a losing                 outcome to be mapped to a winning outcome. In some                 embodiments, a first card in one game is transformed                 into a second card in another game. For example, the two                 of hearts becomes the king of diamonds. In some                 embodiments, an entire outcome in a game of the primary                 player may be mapped to a different outcome in a game of                 the secondary player. For example, the outcome of                 “bell-lemon-plum” may map to “cherry-cherry-cherry”. In                 various embodiments, when one symbol in a game played by                 a primary player is mapped to another symbol in a game                 presented to a secondary player, the same mapping may                 also occur in the pay table. For example, suppose the                 symbol “lemon” in a game played by the primary player is                 mapped to the symbol “tree” in a game presented to the                 secondary player. If there is a line in the pay table of                 the primary player indicating a payout of 100 associated                 with the outcome “lemon-lemon-lemon”, then there may be                 a corresponding line in the pay table of the secondary                 player indicating a payout of 100 associated with the                 outcome “tree-tree-tree”.             -   1.10.4.4. A secondary player may bet on original deals                 of cards, but with 7s now wild. In some embodiments,                 symbols in a game played by the primary player can take                 new meaning in the game of the secondary player. For                 example, in a game of cards, any seven dealt in the game                 of the primary player may count as a wild card in the                 game of the secondary player. Thus, for example, the                 primary player may receive a final poker hand of Qs Qh                 Jd 3h 7s. The primary player may then be paid based on                 having a hand with a pair, jacks or better. The                 secondary player may be paid based on having a hand with                 three of a kind, since the 7s, as a wild card, may count                 as a queen.             -   1.10.4.5. A secondary player may bet on a blackjack hand                 occurring with poker, or vice versa. In various                 embodiments, the secondary player may use the same                 symbols or outcomes obtained by the primary player, but                 to play a different game. For example, the primary                 player may be engaged in a game of blackjack. The                 secondary player may use the cards received by the                 primary player to form a poker hand. Thus, if the                 primary player receives the 2s 7s 3s As and 6s, yielding                 19 points in the game of blackjack, the secondary player                 may receive a flush (all spades) in a game of poker.             -   1.10.4.6. A secondary player may bet on shifted data.                 For instance, an outcome consists of the last two reels                 from one slot pull, and then the first reel of the next                 slot pull. Or a hand of poker consists of the last three                 cards from one hand and the first two cards from the                 next hand. In various embodiments, data, symbols, or                 outcomes from two or more games of a primary player may                 be combined to create a single game for the primary                 player. For example, three cards used in a first game of                 the primary player, and two cards used in a second game                 of the primary player may be combined to form a single                 hand of cards for a single game of the secondary player.                 Data used in consecutive games of the primary player may                 be treated as a stream of data frames, each frame                 including all the data from one game. For example, each                 frame may include the three symbols appearing on the                 pay-line of a slot machine. A new stream of data frames                 may be created by shifting the frame limits over (e.g.,                 left or right) by some number of data points, e.g., by                 some number of symbols. Thus, for example, each frame in                 the new stream of data frames may include symbols from                 reels two and three followed by a symbol from reel one.                 In other words, new games have been created by using the                 last two symbols in a first game of the primary player                 and the first symbol in a second game of the primary                 player. Thus, by shifting data frames used in a sequence                 of games of a primary player, a new sequence of games                 may be generated for a secondary player.             -   1.10.4.7. A secondary player may bet on the same                 outcome, but with a different pay structure. For                 example, a secondary player may lose on a royal flush.                 In some embodiments, a secondary player may receive the                 same outcomes as does a primary player. However, the pay                 table that applies to the secondary player may differ                 from that which applies to the primary player. For                 example, in a game of video poker, the primary player                 may win 5 coins with a flush, but the secondary player                 may only win 2 coins.     -   1.11. A secondary player may bet on an aggregate outcome of a         primary player. For example, a secondary player may bet that a         primary player will be ahead or behind after an hour. In some         embodiments, a secondary player may place a bet that depends on         multiple games or outcomes of a primary player. For example, the         secondary player may bet that the primary player will win the         next three games in a row, or that the primary player will win         the next game but lose the following game. The secondary player         may bet that the winnings or losses of the primary player will         satisfy one or more conditions after a designated period of         time. The secondary player may bet that the winnings of the         primary player will total more than a given amount in the next         hour. The secondary player may bet that the losses of the         primary player will exceed more than $1000 in the next 6 hours.         The secondary player may bet that primary player will either         lose more than $100 or will win more than $200 in the next 15         minutes. Winnings and losses may be net of each other (e.g., a         $20 win and $10 loss may net to a $10 win) or may count         separately (e.g., a winnings total is the sum of all amounts won         regardless of bets lost). The secondary player may bet on any         statistic pertaining to outcomes received by the primary player.         For example, the secondary player may bet that the primary         player will receive more than 10 payouts of more than 20 coins         each in the next 25 minutes. The secondary player may bet that         the primary player will achieve 4 full-houses in the next 50         games. In various embodiments, the secondary player may track         the net winnings or net losses of the primary player. Thus, for         example, if the primary player has lost $200 after an hour, the         secondary player will also have lost $200. If the primary player         has won $734, the secondary player will also have won $734.         -   1.11.1. A secondary player may take the upside of a primary             player, but not his downside. In some embodiments, the             secondary player may make a payment or place a bet that             entitles the secondary player to an amount equal to the             primary player's winnings, if any, over a period of time,             but does not obligate the secondary player for anything if             the primary player has net losses. For example, if the             primary player achieves winnings over the next hour of $50,             the secondary player may also receive $50. However, if the             primary player loses in the next hour, the secondary player             does not owe anything beyond his initial bet or payment. In             various embodiments, the secondary player may receive, or             owe monies based on more complicated functions of the             primary player's winnings and losses. For example, the             secondary player may receive three times the primary             player's winnings (if there are any) for the next hour, but             may owe 1.5 times the primary player's losses if the there             are losses.         -   1.11.2. In some embodiments, a secondary player may bet that             a primary player will receive five payouts of over 20 coins.     -   1.12. A secondary player may bet the difference between what a         primary player bet and what the primary player could have bet. A         secondary player may complete a partial bet and thereby win only         the extra payouts that resulted from the extra amount bet. In         some embodiments, a secondary player may place a bet that a         primary player could have made but did not. This includes         completing a bet that the primary player made. The secondary         player may, in this fashion, win any payments that a primary         player would have won, beyond those the primary player actually         did win, had the primary player made the bet.         -   1.12.1. For example, many machines require three coins bet             to win the jackpot. If a primary player bets only two coins,             then a secondary player may bet the 3^(rd) and then win the             difference of what someone would win with three coins versus             two coins bet. Various gaming devices include pay tables             that are based on the number of coins bet. For example, if a             player bets one coin and receives the outcome             “bell-bell-bell”, then the player wins 100 coins. If,             however, the player bets two coins and receives the same             outcome, then the player wins 200 coins. Many gaming devices             provide better payout odds for each incremental coin bet.             Thus, in the prior example, if the player bets three coins             and receives the outcome “bell-bell-bell”, then the player             wins 400 coins. Thus, the incremental payout odds for the             third coin bet are better than those for the second coin             bet, at least with respect to “bell-bell-bell”. Accordingly,             for example, if a primary player bets only two coins in a             game, a secondary player may take advantage of the better             incremental payout odds offered for the third coin bet by             betting the third coin himself. If the outcome of             “bell-bell-bell” occurs, the secondary player may thus             receive the difference between the payout for three coins             bet and the payout for two coins bet, i.e., the difference             between 400 coins and 200 coins, equal to 200 coins.         -    In various embodiments, a secondary player may add to or             complete a bet on a game made by a primary player so that             the total bet of both the primary and secondary player would             result in a higher set of payouts. The secondary player may             receive any extra payouts associated with his bet. Thus, if             the payout associated with the primary player's bet alone is             X, and the payout associated with the primary player's bet             plus the secondary player's bet is Y, then the primary             player may receive X, and the secondary player may receive             Y-X.         -   1.12.2. In craps, placing bets behind the bets of other             people. In various embodiments, a primary player in a game             of craps is given additional opportunities to bet during the             course of a game. For example, when the primary player             establishes a point for a pass line bet, he has the             opportunity to place bets behind his pass line bet, called             “odds bets”. The odds bets often have no house edge, and             therefore are typically more advantageous to a player than             almost any other bet in a casino. However, a player at a             craps table often does not make an odds bet, or does not             make the full amount of an odds bet that he is allowed. In             various embodiments, a secondary player is allowed to make             an odds bet that a primary player could have made. The             secondary player may then be paid for the odds bet if the             odds bet wins. Accordingly, the secondary player may enjoy             the opportunity to make a bet at true odds, without the             requirement of first making a disadvantageous pass line bet.         -   1.12.3. In various embodiments, a secondary player may make             odds bets or may make partial bets such as betting the third             coin at a slot machine, even if the primary player has             already made such bets. The secondary player may             nevertheless receive the incremental payouts associated with             such bets. For example, the secondary player may bet a             single coin which counts as the third coin bet at a slot             machine. The secondary player may thus be eligible to win             the difference in payouts between the payout for three coins             bet and the payout for two coins bet.     -   1.13. Primary players might see who or how many people are         betting on them. In various embodiments, a primary player may be         made aware of a secondary player who is participating in the         game of the primary player, or who subsequently participates in         the game of the primary player. The primary player may receive a         name, an image, and description of various attributes (e.g.,         age, occupation, area of residence, etc.) of the secondary         player. The primary player may also receive an indication of the         performance of the secondary player while participating in the         games of the primary player. For example, the primary player may         see how much the secondary has won or lost, what types of bets         he has made, how many games he has participated in, for how long         he has been participating in the games of the primary player,         and so on. The primary player may derive a measure of         satisfaction or gratification from the participation of         secondary players. For example, a primary player may feel proud         that a large number of secondary players have participated in         his games. He may feel proud to have won money for them.     -    In various embodiments, the primary player may have the         opportunity to communicate with a secondary player. For example,         the casino server may provide the primary player with contact         information for a secondary player.     -    In various embodiments, a primary player may be compensated         based on participation by secondary players in the games of the         primary players. The primary player may be compensated per         secondary player and per game. For example, the primary player         may receive 0.5 cents per secondary player per game. Thus, if         three secondary players each participate in two games of the         primary player, the primary player may receive 0.5 cents×3         secondary players×2 games=3 cents. Thus, the primary player         benefits by having more secondary players and by increasing the         number of games in which each secondary player participates. The         primary player may be compensated with a percentage of the bets         made by secondary players participating in his games. The         primary player may be compensated with some percentage of         expected winnings to be derived from the bets of secondary         players participating in the games of the primary player.     -    A primary player may thus be encouraged to convey some value to         secondary player so as to attract secondary players to         participating in his games. The primary player may convey value         by employing good strategy, for example. The primary player may         also attempt to provide entertainment, e.g., by telling jokes or         by making commentary about his games.     -    In various embodiments, the games of a primary player, and/or         data from the games of a primary player may be made available         for participation and/or for viewing by interested secondary         players. Data from the games of a primary player may be made         available on an ongoing, continuous, and/or real-time basis.         Secondary players may, at their leisure or pleasure, view or         participate in the games. As such, data from the games of the         primary player may be broadcast or transmitted in an analogous         fashion to programs on a television or radio show, or         analogously to periodically updated Web pages. Secondary players         may tune in or out as desired. Each primary player may         constitute a “channel” or “station”. A secondary player may, for         example, view a list of primary players just as he would a list         of television stations. The secondary player may then decide         which primary player or “station” he wants to participate with.         When selecting a primary player, the secondary player may also         have the opportunity to review data about historical games         played by the primary player. For example, the secondary player         may be able to review the primary player's wins and losses over         the prior 20 games.     -    In various embodiments, a casino may select from a subset of         available primary players to choose primary players for whose         games data will be made available to secondary players. In some         embodiments, a casino may serve as a “disc jockey” by choosing         which primary players will have their data made available to         others. The disc jockeys may be humans (e.g., casino employees),         or may be computer algorithms which automatically select certain         primary players based, for example, upon a defined set of rules.         The disc jockey or jockeys may select primary players based on         any number of factors. A primary player may be selected based         on: (a) recent results (e.g., recent wins or high payouts); (b)         based on long term results (e.g., long term profits); (c) based         on skill at playing a game (e.g., based on his use of basic         strategy in blackjack); (d) based on his celebrity status (e.g.,         based on whether his name has been published in any newspaper in         the past year); (e) based on a history of being favored by         secondary players; and so on. At any given time, a disc jockey         may decide to stop making data available from certain primary         players, and/or to commence making data available from other         primary players. For example, a disc jockey may decide that a         primary player has hit a string of losses and therefore would         not be of interest to any secondary player. The disc jockey may         accordingly stop making data from the primary player available.         For example, a disc jockey may decide that a given primary         player has just won a large payout and therefore would be of         interest to secondary players. Accordingly, the disc jockey may         commence making data from the primary player available.     -    In various embodiments, the data about the games of a primary         player may be made available across one or more casinos. A first         casino may broadcast or transmit data from the games of one or         more primary players to a second casino. The broadcast may occur         via the radio or television spectrums, via mobile wireless         frequencies, via microwave frequencies, via metal or optical         cables, or via any other means. Secondary players in one or more         of the casinos may view the data (e.g., may view games that are         reconstructed based on the data). The data may be made available         on the Internet, on one or more radio stations, on television,         on interactive television, and so on. For example, a secondary         player may visit a web page on which are listed names or         identifiers for one or more primary players. The secondary         player may click on an identifier in order to view data about         games of the corresponding primary player. In some embodiments,         a secondary player may set the channel on his television to a         particular channel whereby identifiers for various primary         players are listed on a menu. The secondary player may select an         identifier from the menu (e.g., using a remote control) and may         thereby call up on the television screen further data pertaining         to the games of the primary player.     -    In various embodiments, data about the game of a primary player         may originate in a first casino. For example, the primary player         may play the game in the first casino. Data about the game may         be transmitted to a second casino. From the second casino (e.g.,         from a terminal located in the second casino), a secondary         player may participate in the game. The second casino may         thereby derive revenue from the secondary player by using data         originating from the first casino. In various embodiments, the         first casino and the second casino may split revenue, win,         profits, theoretical win, or any other financial gain that has         been derived from the use of the data at the secondary casino.         For example, 50% of the theoretical win from a bet by the         secondary player (i.e., the casino advantage on the bet         multiplied by the amount bet by the secondary player) may be         given to the first casino by the second casino. The financial         gain may be split with one percentage going to the first casino         and another percentage going to the second casino. In some         embodiments, the second casino pays a flat fee to the first         casino for the use of the data. The flat fee may cover all         possible uses of the data (i.e., uses of the data in as many         games as the second casino desires) or may cover a single use of         the data (i.e., in one game). In some embodiments, the second         casino keeps a fixed financial gain from the use of the data and         pays any remaining financial gain to the first casino. For         example, the second casino may keep 2 cents of theoretical win         per game in which the data is used, and give the remaining         portion of the theoretical win to the first casino. As will be         appreciate, financial gain may be split between the first and         second casinos in many other ways.     -   1.14. A secondary player watches games in progress. The         secondary player may have various ways of watching or following         the game or games in which he is participating. Following a game         may include receiving information about the outcome or result of         the game, receiving information about symbols or indicia that         have arisen in the game (e.g., cards that have been dealt),         receiving information about outcomes or results received by a         dealer or opposing players, receiving information about         decisions that are available or have been made in a game (e.g.,         decisions by a primary player to hit or stand), receiving         information about player mannerisms in a game (e.g., facial         expressions of a primary player or his opponents), information         about amounts bet on a game (e.g., amounts bet by the primary         player or the secondary player), information about amounts won         on a game (e.g., amounts won by the primary player or the         secondary player); and so on.         -   1.14.1. A split screen allows the secondary player to see             all the roulette wheels in the casino at once. In various             embodiments, the secondary player may follow the progress of             one or more games in which he participates using one or more             display screens. Display screens may include cathode ray             tubes, flat panel displays, plasma displays, liquid crystal             displays, diode displays, light-emitting diode displays,             organic light-emitting diode displays, projection displays,             rear projection displays, front projection displays, digital             light processing (DLP) displays, surface-conduction             electron-emitter (SED) displays, electronic ink displays             (e.g., E-Ink Corp's display technology), holographic             displays, and so on. A secondary player may follow the             progress of a game using a device such as a Blackberry®,             iPod®, personal digital assistant, mobile phone, laptop             computer, camera, personal computer, television, electronic             book (eBook) and so on. A single screen may contain             information about a single game in which the secondary             player participates. A single screen may also contain             information about multiple games in which the secondary             player participates. The display screen may display             information about one game on one part of the screen, and             about another game on another part of the screen. For             example, the screen may be divided into four quadrants, each             quadrant showing information about a different game that the             secondary player is participating in. A secondary player             participating in two games may view a first of the two games             on one display screen, and a second of the two games on             another display screen. A secondary player may thus watch or             follow the progress of games using multiple displays             screens.         -   1.14.2. Views come from overhead cameras. In various             embodiments, a secondary player may follow the progress of a             game in which he participates using video and/or audio feeds             from the proximity of the game. For example, a camera may             capture the progress of a blackjack game played by a primary             player. By watching a video feed, the secondary player may             see the cards dealt in the game, the decisions made by the             primary player, the decisions made by the dealer, and the             result of the game (e.g., win for the primary player, win             for the dealer, blackjack for the primary player, tie). In             various embodiments, video or audio feeds may be live,             delayed, or may be stored and played back at a later time             for the secondary player.         -   1.14.3. Data is piped electronically from the slot machines.             In various embodiments, data may be captured from a gaming             device or live table game, encoded into electronic form, and             transmitted to a display device, speaker, or other output             device used to present the data to the secondary player. The             output devices may decode the electronic data and present it             in a sensible form for human viewing. The presentation may             include a text description of occurrences in the game. For             example, text may read, “At 9:02 pm, slot machine number             1423 achieved the outcome of bar-bar-bar. Congratulations,             you have won 20 coins.” The presentation may include a             reconstruction of the game. For example, the game may be             reconstructed using animated renditions of the game. For             example, an animated slot machine may show animated reels             spinning and stopping to show the outcome achieved by the             actual slot machine which generated the game the secondary             player participated in. In another example, an animated             dealer using animated cards may be used to reconstruct a             live table game of blackjack. In various embodiments, a             computer synthesized voice may report to the secondary             player occurrences in a game in which the secondary player             participates.         -   1.14.4. Only active machines are shown to the secondary             player. For example, the machine currently resolving into an             outcome is shown. In various embodiments, a secondary player             may participate in several games at once. The games may not             necessarily all proceed at the same pace. For example, one             game may finish while another is still in progress. In some             embodiments, games or aspects of games may be presented to             the secondary player only as important or relevant events             occur in the game. For example, when a first game finishes,             all or part of the game may be presented to the secondary             player. For example, when the first game finishes, a             depiction or an image of the final outcome (e.g., the final             cards in the primary player's hand) may be flashed onto a             display screen viewed by the secondary player. The image             pertaining to the first game may be removed when a second             game finishes. When the second game finishes, a depiction or             image of the final outcome in the second game may be flashed             onto the display screen. In this way, the secondary player             need only view aspects of a game that are most relevant,             most important, or most interesting to him. When a game is             in an uninteresting stage (e.g., when the reels of a slot             machine are spinning), the secondary player may view             information about other games. Information that may be             deemed worthy of showing to a secondary player may include:             information about a decision that is to be made in a game             (e.g., the primary player has received an initial hand of             blackjack and must now decide to hit or stand); information             about a decision that has been made in a game (e.g., the             primary player has decided to hit); information about a new             card, symbol, or other indicium obtained in a game (e.g., a             new reel of the slot machine has stopped, showing a new             symbol for the pay-line); information about a final outcome             of a game; information about entry into a bonus round or             bonus game (e.g., the primary player has just won the             opportunity to play a bonus round); information about a             symbol, card, or other indicium obtained by a dealer or by             an opponent of the primary player; information about an             amount bet (e.g., by the primary player or by the secondary             player); and information about an amount won (e.g., by the             primary player or by the secondary player).     -   1.15. The secondary player is alerted when his favorite primary         player sits down. In various embodiments, a secondary player may         prefer to participate in the games of particular primary         players, in the games of particular gaming devices, in games         played at particular gaming tables, in games played with         particular dealers, and so on. A secondary player may explicitly         record his preferences, e.g., by informing the casino. In some         embodiments, the secondary player may be assumed to have certain         preferences, based, for example, on a history of participating         in the games of a particular primary player. For example, if a         secondary player has participated in 300 games of a particular         primary player, the secondary player may be assumed to prefer or         to enjoy participating in the games of the primary player. In         some embodiments, the casino may inform a secondary player when         a game in which the secondary player may be interested in         participating is or will be in progress. For example, suppose         that the secondary player has indicated that he likes to         participate in games played by primary player Joe Smith. When         Joe Smith sits down at a gaming device and begins playing, the         casino may detect the presence of Joe Smith (e.g., by means of a         player tracking card inserted by Joe Smith) and may then alert         the secondary player that Joe Smith has begun playing. The         secondary player may then place bets on the games of Joe Smith.         The casino may alert the secondary player using any number of         communication means. A casino representative may call the         secondary player, may send a text or email message to the         secondary player, may page the secondary player, may find the         secondary player in person, and so on.         -   1.15.1. A secondary player is alerted as to the presence of             a primary player who has done well for him. A secondary             player may be alerted when a primary player commences play             if the secondary player has had favorable results in the             past when participating in the games of the primary player.             Favorable past results may mean that: the secondary player             is ahead in terms of winnings based on all prior             participation in the games of the primary player; the             secondary player was ahead in the most recent time period             during which he participated in the games of the primary             player; the secondary player won more than a predetermined             amount of money (e.g., more than $500) in a single session             while participating in the games of the primary player; the             secondary player won a jackpot or other high-paying outcome             while participating in the games of the primary player; the             secondary player was ahead in the most recent X number of             games when participating in the games of the primary player;             or any other measure of performance while participating in             the games of the primary player.         -   1.15.2. A secondary player is alerted as to the presence of             a primary player with good statistics. A secondary player             may be alerted when a primary player commences play if the             primary player has a certain historical record or certain             statistics that may be of interest to the secondary player.             The historical record may include a record of: having won             one or more jackpots or other high-paying outcomes; having             won money for other secondary players; having achieved             profitable sessions in the most recent gaming session or in             any prior gaming session; having achieved a profit during             some prior time period (e.g., during the past six months);             and so on. A secondary player may also be alerted if a             primary player that has some measure of popularity commences             play. For example, primary players may be rated, e.g., by             one or more secondary players, based on the secondary             players' degree of satisfaction with, or other feelings             towards the primary player. A primary player may, for             example, be rated highly if he has won money for many             secondary players in the past. Thus, for example, if a             highly rated primary player commences play, a secondary             player may be alerted and may be given the opportunity to             participate in the games of the primary player.         -   1.15.3. A secondary player is alerted when good machine is             taken. In various embodiments, a secondary player may be             alerted if play commences at a gaming device or table that             is or may be of interest to the secondary player. The gaming             device may be of interest due to a number of factors, among             them: the secondary player has won a jackpot or other             high-paying outcome while participating in games of the             gaming device; the secondary player has had profitable             sessions at the gaming device; the secondary player has had             recent profitable sessions at the gaming device; the             secondary player has had profitable sessions at another             gaming device similar to the gaming device (e.g., at a             gaming device of the same type or from the same             manufacturer); one or more recent games at the gaming device             have resulted in jackpots or high-paying outcomes; recent             games at the gaming device have resulted in profits for the             player or players at the gaming device; the gaming device is             highly rated (e.g., by secondary players); and so on.     -   1.16. A secondary player pays a fee to participate in games. In         various embodiments, a secondary player may be required to pay         in order to participate in the game of a primary player. The         amount paid may be based on the status, rating, historical         results, or requests of the primary player. For example, if the         primary player is a well-known celebrity, the fees required of a         secondary player may be higher than if the primary player were a         lesser-known celebrity. If the primary player has had highly         favorable historical results (e.g., has made large profits in         the past), then the fees required of the secondary player may be         higher than if the primary player did not have such favorable         historical results. In various embodiments, the primary player         may also declare a fee required for secondary players to         participate in his games. A portion of such fee paid by a         secondary player may be paid to the primary player.     -   1.17. Rules for using old data in a game with real money on the         line. There is opportunity of misconduct since the player and/or         the casino may know the data already. The use of historical         games, outcomes, and other data related to a game presents an         opportunity for an advantage by any party with knowledge of a         data. For example, a casino might provide secondary players with         the opportunity to participate only in games whose results the         casino knows are losing for the player (and therefore winning         for the casino). In another example, a secondary player may have         already participated in a particular game (e.g., as a primary         player) and may therefore know the outcome of the game in         advance. The secondary player may thus make a large bet on the         game if he knows the game will result in a winning outcome for         him, and will make a small bet or no bet on the game if he knows         the game will result in a losing outcome for him.         -   1.17.1. Before the original data is generated, it may be             tagged for reuse at a particular date and time in the             future. That way, the casino may be afforded no discretion             as to whether or not to use the data. In various             embodiments, before a particular game is played for the             first time, a casino designates a time, date, location,             and/or any other situation or circumstance under which the             game will be made available for participation by others. The             situation under which the game will be made available may be             chosen randomly, according to some algorithm, or in any             other fashion. Once the situation or circumstances for             future participation in the game have been established, the             game may commence for the first time. In this way, the             casino has established future circumstances under which the             game may be made available for participation by others             (e.g., by secondary players) before the casino is aware of             the outcome of the game. The casino cannot, therefore,             decide not to allow participation in the game if the game             turns out to result in a jackpot for the player. In various             embodiments, the establishment of future circumstances under             which a game will be available for participation by others             is binding upon the casino. Regulators may keep track of             when games must be made available for future participation,             and may verify that the games have in fact been made             available. In various embodiments, players or other parties             may not necessarily know the circumstances under which a             game must be made available in the future. In this way,             players will not be able to selectively choose games to             participate in based on advanced knowledge of the outcomes.             In various embodiments, a record is stored, the record             including information about a game and information about             circumstances under which the game is to be made available             in the future for participation by others.         -   1.17.2. Data may be put in a queue. When it reaches the             front of the queue, it must be used. In various embodiments,             when a game is played or generated for the first time, data             or information about the game is placed in a queue. Games             from the queue are then made available for participation by             secondary players based on a first-in-first-out model. Thus,             a game becomes available for participation based on a             relatively straightforward scheduling algorithm, and there             is little discretion on the part of the casino as to when             the game will become available for participation. In various             embodiments, other scheduling algorithms may be used. For             example, games are made available according to a             last-in-first-out scheduling algorithm. Any other scheduling             algorithm may be used, particularly if the casino has little             control over the schedule once the outcome of a game is             known.         -   1.17.3. One set of data may be used after and only after             another set of data. In various embodiments, data about a             second game may be associated with data about a first game.             The association may dictate that the data about the second             game may be used to allow participation in the second game             by a secondary player when, and only when, the data about             the first game has been used. Similarly, data about a third             game may be associated with the data about the second game,             such that the data about the third game may be used when,             and only when, the data about the second game has been used.             In this way, through a chain of association, data about             different games can be made available in sequence, allowing             the secondary player to participate in a sequence of games.             Data about different games may be associated in many ways.             For example, data about a first game and a second game can             be stored in locations with sequential addresses in a             semiconductor memory. The casino may access the locations in             the memory sequentially by address, and thereby make             available data about the first game and data about the             second game in sequence. In some embodiments, data about a             given game may be associated with an index. The index may be             a numerical index using integer numbers, for example. With             such an indexing scheme, data about a game associated with             index 235, for example, would be made available once data             about a game associated with index 234 had already been made             available. In some embodiments, the index may be a time. The             time may represent a time during which the associated data             was originally generated, or a time when the data should be             made available again, for example. For instance, when the             time associated with a particular set of data actually comes             to match the current time, the particular set of data may be             made available so that a secondary player might participate             in a game generated using the data.         -   1.17.4. The time, date, and/or the machine that generated             the data may be chosen at random. In various embodiments, a             game that is made available for participation by a secondary             player is selected at random using one or more randomly             chosen variables or parameters. For example, a time and/or             date may be chosen at random. Once a time and date have been             chosen, for example, a game played at that time and date may             be made available for participation by the secondary player.             A gaming device, player, dealer, casino, location, and type             of game may also constitute parameters that are chosen at             random. In various embodiments, several parameters must be             chosen at once in order to narrow down the universe of games             to one particular game. For example, to determine a unique             game, a time, date, and machine number may be required. In             various embodiments, the parameters may be chosen by the             secondary player, by the casino, or by third parties, such             as regulators. Parameters may, in various embodiments, be             chosen after the game has been played for the first time.         -   1.17.5. The secondary player may choose the time and/or             machine. In various embodiments, a secondary player may             choose the time, date, machine, or other parameter used to             select a game. The choice may not necessarily by random.         -   1.17.6. Regulators may choose the time and/or machine. In             various embodiments, a third party, such as a gaming             regulator, may select a game that will be made available for             participation by a secondary player. The third party may, in             particular, have no stake in the outcome of the game.             Therefore the third party may not be biased towards             selecting a game that is winning for the secondary player or             winning for the casino. The regulator or other third party             may not necessarily select the game directly. Rather the             third party may select one or more parameters (e.g., a time,             date, machine number) that may be used to select a game that             meets the selected parameters.         -   1.17.7. A player who had his player tacking card in a gaming             device when the data was originally generated may be             prevented from playing a game based on that data. In various             embodiments, the casino may verify that the secondary player             was not present for a game when it was originally played             and/or had no knowledge of the result of the game. The             casino may verify that the player was not staying at the             casino's hotel during the day or time when the game was             played. For example, the casino may check records of who had             checked into its hotel on the day of the game. The casino             may check to see whether the player made any bets at the             casino on the day of the game. For example, the casino may             check to see whether the player had a player tracking card             inserted into a gaming device, or otherwise on record, for             the day of the game. It will be understood that the casino             may verify the presence of the player not just during a             particular day, but during longer or shorter time periods as             well. For example, the casino may verify that there is no             record of a player's presence during an entire 5 day period             surrounding the day of the game. A casino may verify that a             player was not in the same city where the game was played at             the time the game was played. For example, the casino may             verify that there is no record of the player at any other             casino affiliated with the casino (e.g., under the same             ownership as the casino) during the day of the game. The             casino may use any practicable means to verify that the             player had no knowledge of the game or the outcome of the             game.         -   1.17.8. Disallowing variation of bet size. In various             embodiments, a secondary player may be prevented from             varying the sizes of his bets over the course of a gaming             session. In particular, the secondary player may be             prevented from varying his bet sizes if he is participating             in games that were first played in the past. The secondary             player may thereby be prevented from varying his bet sizes             based on advanced knowledge of the outcomes of the game. For             example, the secondary player may be prevented from making             larger bets when he knows the outcome of a game will be             favorable, and a small bet when he knows the outcome of a             game will be unfavorable.         -   1.17.9. Bet limits on game. In various embodiments, limits             may be placed on the size of bets placed on games that have             already been generated or played. For example, a secondary             player may be permitted to bet no more than $1 on a game             that has been played in the past. In this way, the casino's             losses will be limited even if the secondary player has             knowledge of the outcome of the game. In some embodiments,             the total amount of bets placed on a game may be limited.             For example, bets placed by all secondary players             participating in a particular game may be limited to             totaling less than $5.         -   1.17.10. Limits on winnings. In various embodiments,             potential winnings or payouts for a game may be capped. For             example, if the payout for an outcome of “bell-bell-bell” in             an original game was 2000 coins, the potential payout for             the same game may be reduced to 500 coins when a secondary             player is participating in the game. This may limit the             potential losses to a casino for a secondary player that has             knowledge of the outcome of a game.         -   1.17.11. Disguising a game. In various embodiments, one or             more aspects of a game may be disguised before a secondary             player is allowed to participate in the game. Thus a             secondary player who had previously participated in the game             may still fail to recognize the game and to bet accordingly.             A game may be disguised in a number of ways. One or more             graphics of the game may be changed to appear differently.             For example, a “cherry” symbol may appear in a different             shade of red or with three cherries on a stem rather than             two. In some embodiments, new symbols are substituted in for             old symbols. For example, rather than “cherry” symbols, a             game may use “blueberry” symbols. However, outcomes             containing blueberries may result in the same winnings as             did outcomes with cherry symbols in the original game. In             some embodiments, sound effects are changed or disguised.             For example the background music in the disguised game may             be different from that in the original game. In some             embodiments, the animation or video sequences may be             altered. For example, reels of a gaming device may appear to             spin faster or slower, to appear jerkier or less jerky,             etc., than they did in the original game. For live games,             features of one or more players may be hidden or disguised.             For example the face of a dealer at a live game may be             blurred out in footage of the game. In some embodiments, a             new face may be super-imposed over the old face of a dealer             or player so as to heighten the effect of the disguising. As             will be appreciated, there are many other possible ways of             disguising a game so that its outcome is not predictable to             even a player who has knowledge of the original game. As             described elsewhere in this document, a game may be             disguised by using a different game skin while maintaining             the same underlying events, outcomes, logic, etc. In some             embodiments, a game may be generated and presented using at             least two steps. In a first step, the results of one or more             random events are determined, leading to the determination             of a final outcome and a final payout for the game. In the             second step, data about the results of the random event(s),             the final outcome, and the final payout are used to create a             graphical presentation for the player. For example, once it             is determined that a player will receive an outcome             consisting of three like symbols, with an associated payout             of 20 coins, such data may be fed into the second step. In             the second step, a graphical rendering of slot machine reels             may be created, with such rendering showing the reels             spinning and finally landing on an outcome with three like             symbols. Further the graphical rendering may include a             flashing message that says, “Congratulations, you won 20             coins!” It will be appreciated that the first step may be             performed by a first device, processor, algorithm or set of             algorithms, and that the second step may be performed by a             second device, processor, algorithm, or set of algorithms.             Accordingly, the second device, processor, algorithm, or set             of algorithms may be removed and replaced with a third             device, processor, algorithm, or set of algorithms. This             third device, processor, algorithm, or set of algorithms may             receive the same set of data from the first step as did the             second device, processor, algorithm, or set of algorithms.             However, the third device, processor, algorithm, or set of             algorithms may perform the second step in a different             fashion. The third device, processor, algorithm, or set of             algorithms may thereby generated a different set of             graphics, graphical renderings, or other presentation             formats than did the second device, processor, algorithm, or             set of algorithms. Thus, the underlying structure of the             game has remained the same, but it has been presented using             a different skin.     -   1.18. Choosing aspects of a game. In various embodiments, a         secondary player may choose a game in which to participate based         on one or more attributes of the game or associated with the         game. The secondary player may indirectly choose the game by         first choosing an attribute, and then having the opportunity to         participate in one or more games having the chosen attribute.         Various attributes may be especially meaningful to a secondary         player and thus a secondary player may prefer to play games         having those attributes. In various embodiments, the casino may         select for the secondary player a game with an attribute that is         anticipated to be meaningful for the secondary player. In         various embodiments, the casino may provide the secondary player         with the ability to search for a game based on one or more         attributes of the game.         -   1.18.1. Choose a special date. In various embodiments, a             secondary player may find a particular date to be             meaningful. Thus, the secondary player may select a game             that was played on the date. If the casino knows a date to             be meaningful for the secondary player, then the casino may             select for the player a game played on that date.             -   1.18.1.1. Choose the secondary player's birthday. A                 meaningful date for a secondary player may be a                 birthday. The birthday may be the birthday of the                 secondary player, of a relative of the secondary                 player's, of a pet of the secondary player's, of a                 friend of the secondary player's and so on. The                 secondary player may indicate to the casino that such a                 date is meaningful to the secondary player. The casino                 may accordingly select a game for the secondary player                 that was played on the date. The casino may also have a                 record of the secondary player's birthday based on                 information already provided to the casino by the                 secondary player. For example, the secondary player may                 have provided the casino with his date of birth when                 signing up for a player tracking card, or when taking a                 loan from the casino. The casino may then select,                 without request from the secondary player, a game that                 was first played on the birthday of the secondary                 player.             -   1.18.1.2. Choose a date on which a big jackpot was won.                 In various embodiments, a secondary player may wish to                 play a game that was first played on the date that a                 large payout, such as a jackpot, was won. This may give                 the secondary player the opportunity to participate in                 the game in which the jackpot was won. The secondary                 player may indicate to the casino a desire to play a                 game that was first played on the day of a big jackpot.                 The casino may then allow the secondary player to                 participate in one or more games played on the day of                 the jackpot. The secondary player may not himself know                 the date when a big jackpot was won. Thus, the secondary                 player may request that he be allowed to participate in                 games from the same date as the date that the last big                 jackpot was won.             -   1.18.1.3. Choose a date when the progressive was still                 big. The secondary player may have a shot at the large                 progressive. In various embodiments, a secondary player                 may wish to have the opportunity to win a large                 progressive jackpot. As is well known, the size of a                 progressive jackpot may vary over time. In general, as                 time passes without a progressive jackpot being won, the                 progressive jackpot becomes larger. The current size of                 a progressive jackpot may not be large enough to satisfy                 the desires of a secondary player. Therefore, the                 secondary player may wish to participate in a historical                 game from a time that the progressive jackpot was                 larger. Accordingly, the secondary player may request to                 participate in a game that was first played at a time                 the progressive jackpot was in excess of a certain                 threshold. The casino may, accordingly, allow the                 secondary player to participate in such a game.         -   1.18.2. Choose a gaming device. In various embodiments, a             secondary player may search for a gaming device having             desired attributes or characteristics. Upon finding a gaming             device with desired attributes or characteristics, the             secondary player may choose to participate in games played             at the gaming device. The secondary player may search for a             gamine device using a search form. In the search form, the             player may select from among various characteristics of a             gaming device, some of which are described below.             -   1.18.2.1. A secondary player may search for a gaming                 device based on the historical results of the gaming                 device. For example, a secondary player may search for a                 gaming device with one or more of the following                 characteristics: (a) the gaming device has paid more                 than X amount of money in the last Y amount of time; (b)                 the gaming device has paid more than X amount of money                 in general; (c) the gaming device has paid X amount of                 in excess of what it has taken in, in the last Y amount                 of time; (d) the gaming device has made X amount in                 excess of what it has taken in, in general; (e) the                 gaming device has generated winning games for players in                 X % of its games in the last Y period of time; (f) the                 gaming device has generated winning games for players in                 X % of its games out of the last Y games; (g) the gaming                 device generated winning games for players in X of its                 most recent games; (h) the gaming device has paid X                 payouts greater than Y in the last Z games; (i) the                 gaming device has paid X payouts greater than Y; (j) the                 gaming device has paid a jackpot in the last X days (or                 other time period); (k) the gaming device has paid X                 jackpots in general; (l) the gaming device has entered X                 number of bonus rounds in his last Y games; (m) the                 gaming device has entered X number of bonus rounds ever.             -   1.18.2.2. A secondary player may search for a gaming                 device based on the type of game or based on a                 characteristic of a game played at the gaming device. A                 secondary player may search for a gaming device with one                 or more of the following attributes: (a) the gaming                 device uses mechanical reels; (b) the gaming device uses                 video reels; (c) the gaming device has three reels; (d)                 the gaming device has five reels; (e) the gaming device                 has X number of reels; (f) the gaming device accepts a                 particular denomination of bets (e.g., penny, nickel,                 quarter, dollar); (g) the gaming device has X number of                 pay-lines; (h) the gaming device has 1 pay-line; (i) the                 gaming device has 3 pay-lines; (j) the gaming device has                 more than 1 pay-line; (k) the gaming device allows                 multiple bets per pay-line; (l) the gaming device is                 made by a particular manufacturer; (m) the gaming device                 or a game at the gaming device was introduced in the                 last X years (e.g., the game is a new game); (n) the                 gaming device has a particular theme (e.g., I Love Lucy,                 Regis Philbin); (o) the gaming device features a slot                 game; (p) the gaming device features a video poker                 game; (q) the gaming device features video                 blackjack; (r) the gaming device is part of a particular                 cluster of gaming devices (e.g., a cluster of gaming                 devices where an outcome at one gaming device may                 influence an outcome at another gaming device in the                 cluster); and so on.             -   1.18.2.3. A secondary player may search for a gaming                 device based on one or more payouts that may be provided                 by the gaming device. Such payouts may be contingent on                 a primary player of the gaming device obtaining a                 particular outcome at the gaming device. A secondary                 player may search for a gaming device that has a top                 payout of over X times a bet, that has a payout of over                 X amount, and/or that has at least X payouts over Y                 amount. A secondary player may search for a gaming                 device that has more than X outcomes that are winning                 and/or a gaming device that has more than X outcomes                 that pay more than Y. A secondary player may search for                 a gaming device that has a particular or a particular                 range of payout frequency. For example, a secondary                 player may search for a gaming device that pays, on                 average, between once ever five games and once every                 seven games.         -   1.18.3. A simulated game matches search criteria. In various             embodiments, a secondary player may specify search criteria             in order to find a game in which to participate. The casino             may then provide the secondary player with the opportunity             to participate in a simulated game which matches the search             criteria. For example, a secondary player may search for a             game of blackjack in which the dealer up-card is a six. The             casino may then offer the secondary player an opportunity to             participate in a simulated game of blackjack in which the             dealer has an up-card of six. The simulated game may have             been simulated in the past. For example, the casino may have             simulated numerous games in the past and stored data about             the games. The casino may then find one of the games from             the stored set of games such that the found game matches the             secondary player's search criteria. The casino server may             then offer the secondary player the opportunity to             participate in the found game. In the aforementioned             example, the casino server may offer the secondary player             the chance to participate in a simulated game in which the             dealer had an up-card of six. In various embodiments, a             simulated game may include a game where player decisions             were made by a computer routine. In various embodiments, a             simulated game may include a game in which random events             were generated using a computer routine. In various             embodiments, a secondary player may perform a search for a             game of a primary player matching certain criteria. The             casino may, once the search criteria have been specified by             the secondary player, generate one or more simulated games             matching the search criteria. For example, the secondary             player may search for a series of games in which a primary             player has won 10 consecutive games in a row. The casino may             thereupon simulate a series of games. The casino may             continue simulating games until the simulated primary player             has won 10 games in a row. The casino may then, for example,             provide the secondary player with the opportunity to             participate in the next simulated game. In various             embodiments, the casino may construct one or more games that             match search criteria of the secondary player. For example,             if the secondary player is interested in participating in a             game of craps in which the first roll of the dice is an             eight, then the casino may begin a simulated game and force             the first roll to be a eight. Subsequent rolls in the game             may be generated at random. In embodiments described herein,             any searches performed by a secondary player for a             particular type of game may be satisfied by simulated games             and/or by games constructed by the casino server. In various             embodiments the odds, the payouts, the rules, and/or the             required bet amount for a game may be changed when a             secondary player has specified a criterion that the game             must meet. For example, if the secondary player specifies a             game of blackjack in which the primary player has a good             starting hand (e.g., an 11 point total) then the payout for             a winning hand may be reduced.         -   1.18.4. Search for a trend. In various embodiments, a             secondary player may search for a particular trend or             pattern among one or more games. For example, a secondary             player may search for any string of 10 consecutive games             played by the same primary player in which the primary             player won all 10 games. Once finding the trend, the             secondary player may participate in the game immediately             following the trend. For example, a secondary player may             find a trend of spins at a roulette wheel in which three             consecutive spins resulted in the number 13. The secondary             player may then participate in the spin of the roulette             wheel that immediately followed the three spins in which the             number 13 came up. The secondary player may not know the             result of the spin which immediately followed the three             spins where a 13 came up. A secondary player may search for             various trends, including: (a) a series of consecutive games             played by the same primary player in which the primary             player has lost all the games; (b) a series of consecutive             games played by the same primary player in which the primary             player has won all the games; (c) a series of consecutive             games played by the same primary player in which the primary             player has tied in all the games; (d) a series of             consecutive games played by the same primary player in which             the primary player has generated at least a predetermined             amount of net winnings; (e) a series of consecutive games             played by the same primary player in which the primary             player has generated at least a predetermined amount of             gross winnings; (f) a series of consecutive games played by             the same primary player for which a particular symbol (e.g.,             “bell”) has occurred in every game; (g) a series of             consecutive games played by the same primary player in which             the primary player has alternated every game between winning             and losing; (h) a series of consecutive spins at of a             roulette wheel that have resulted in the same outcome (e.g.,             the number 4); (i) a series of consecutive spins at of a             roulette wheel that have resulted in the same type of             outcome (e.g., a red outcome); (j) a time period (e.g., a             five-minute time period) during which 80% of blackjack games             played by any primary player were won; (k) a time period             (e.g., a one-hour period) during which three jackpot             outcomes were won at slot machines in a particular             casino; (l) a series of games (e.g., games played at a             particular table at a casino) in which a particular starting             hand occurred at least 20% of the time (e.g., in which             primary players received a blackjack at least 20% of the             time); and so on. In various embodiments, a secondary player             may search for a primary player who is the biggest loser             within a given population during a given period of time. For             example, a secondary player may search for a primary player             who has lost the most during a one-hour period of time at             the reel slot machines. In various embodiments, a secondary             player may search for a primary player who is the biggest             winner within a given population during a given period of             time. In various embodiments, a secondary player may search             for a primary player who has had the most outcomes paying             more than $50 within a given population during a given             period of time. In various embodiments, a secondary player             may search for a primary player who is the biggest loser             over his entire playing session when compared to any other             primary player. In various embodiments, a secondary player             may search for a primary player who is the biggest loser             over his entire playing career, at least at a particular             casino. In various embodiments, a secondary player may             search for a trend that is based on an area of a casino. For             example, a secondary player may search for an area of a             casino such that games played in that area over the last             hour have resulted in net winnings for all players of $3000.             In various embodiments, a secondary player may search for a             trend that is based on a type of game. For example, the             secondary player may search for a type of game such that, in             the last X minutes, games of that type have resulted in             average winnings for primary players of more than $20. In             various embodiments, a secondary player may search for a             trend that is based on primary players with a certain             characteristic. For example, the secondary player may search             for a trend in which primary players from Arkansas have won,             on average, more than $50 per player over the last hour.         -   1.18.5. Choose a primary player. In various embodiments, a             secondary player may search for a primary player having             desired attributes or characteristics. Upon finding a             primary player with desired attributes or characteristics,             the secondary player may choose to participate in games of             the primary player. The secondary player may search for a             primary player using a search form. In the search form, the             player may select from among various characteristics of the             primary player, some of which are described below. For             example, the secondary player may enter an age or age range             desired in a primary player. The secondary player may also             select a characteristic of a primary player from a menu. For             example, the secondary player may select one of fifty states             from a menu, the state indicating a desired residence             location for a primary player. As will be appreciated, a             secondary player may search for a primary player in many             other ways. For example, a secondary player may communicate             to a casino representative (e.g., via text message) a             description of a primary player. The casino representative             may then check records of people currently checked into its             hotel or currently playing at gaming devices (e.g., with             tracking cards inserted), and may attempt to locate a person             matching the description provided by the secondary player.             In some embodiments, a secondary player may seek a             particular and unique individual, i.e., the secondary player             may submit a description that can only be satisfied by one             person in the world. For example, the secondary player may             submit a name. In some embodiments, the secondary player may             submit a description that may be satisfied by any one or a             plurality of primary players. The secondary player need not             have a particular individual in mind.             -   1.18.5.1. A secondary player may search for a primary                 player based on the historical results of the primary                 player. For example, a secondary player may search for a                 primary player with one or more of the following                 characteristics: (a) the primary player has won more                 than X amount of money in the last Y amount of time; (b)                 the primary player has won more than X amount of money                 in general; (c) the primary player has made X amount of                 profits in the last Y amount of time; (d) the primary                 player has made X amount of profits in general; (e) the                 primary player has won X % of his games in the last Y                 period of time; (f) the primary player has won X % of                 his games out of the last Y games; (g) the primary                 player won X of his most recent games; (h) the primary                 player has won X payouts greater than Y in the last Z                 games; (i) the primary player has won X payouts greater                 than Y; (j) the primary player has won a jackpot in the                 last X days (or other time period); (k) the primary                 player has won x jackpots in general; (l) the primary                 player has used optimal strategy in his last X                 games; (m) the primary player has used good or expert                 level strategy in his last X games; (n) the primary                 player has entered X number of bonus rounds in his last                 Y games; (o) the primary player has entered X number of                 bonus rounds ever.             -   1.18.5.2. A secondary player may search for a primary                 player based on a historical relationship between the                 primary player and the secondary player. The secondary                 player may search for a primary player in whose game or                 games the secondary player has previously participated.                 The secondary player may search for a primary player,                 where, participating in the games of the primary                 player: (a) the secondary player has won a jackpot; (b)                 the secondary player has made a profit; (c) the                 secondary player has entered X number of bonus                 rounds; (d) the secondary player has won in X of the                 last Y games; (e) the secondary player has won X % of                 the last Y games; (f) the secondary player has won X                 payouts more than Y amount; and so on. The secondary                 player may also search for a primary player where the                 secondary player has participated in more than X number                 of games with the primary player.             -   1.18.5.3. A secondary player may search for a primary                 player based on demographic characteristics of the                 primary player. For example, the secondary player may                 search for a primary player based on one or more of the                 primary player's: (a) age; (b) race; (c) marital                 status; (d) number of children; (e) number of                 grandchildren; (f) religion; (g) place of birth; (h)                 place of residence; (i) gender; (j) occupation; (k)                 income; (l) disability status; (m) education level; (n)                 high school attended; (o) college attended; and so on.                 For example, the secondary player may wish to                 participate in games of a primary player who shares one                 or more demographic characteristics with the secondary                 player.             -   1.18.5.4. A secondary player may search for a primary                 player based on hobbies enjoyed by the primary player.                 For example, the secondary player may search for a                 primary player that enjoys a particular game or sport,                 or for a primary player that is a fan of a particular                 sports team.             -   1.18.5.5. A secondary player may search for a primary                 player with whom the secondary player has some prior                 connection or relationship. The secondary player may                 search for a primary player in whose games the secondary                 player has previously participated. The secondary player                 may search for primary players in whose game the                 secondary player has previously won money, won a                 jackpot, won a large payout, or had some other result of                 interest to the secondary player.         -   1.18.6. In various embodiments, a secondary player may             search for a particular game based on attributes of the             game. The search may be particular to an individual game.             For example, a search may distinguish between two games             played by the same primary player at the same gaming device.             In some embodiments, a secondary player may search for a             game in which a certain amount has been bet. For example, a             secondary player may search for a game in which three coins             have been bet. The bet of three coins may make the primary             player of the game eligible to win the jackpot. The             secondary player may search for a game in which X number of             pay-lines are activated, or a game in which X number of             hands of video poker are being played simultaneously. A             secondary player may search for a game based on the time or             date on which the game was played.             -   1.18.6.1. In some embodiments, a secondary player may                 search for a game based on events that transpire within                 the game. For example, the game may have already                 occurred, or the game may be in process at the time of                 the secondary player's search. A secondary player may                 search for a game in which: (a) a particular set of                 cards have been dealt (e.g., a video poker game where a                 pair has been dealt in an initial hand, or a blackjack                 hand where cards totaling 11 have been dealt as a                 starting hand); (b) a particular symbol or symbols of an                 outcome have been determined (e.g., two bar symbols have                 appeared on the reels of a gaming device out of an                 outcome consisting of three symbols); (c) a bonus round                 has been reached; and/or (d) a certain level of a bonus                 round has been reached.         -   1.18.7. Providing a game for the secondary player to             participate in. At some point, the secondary player may be             ready to participate in a game with certain attributes. The             attributes may be attributes specified by the secondary             player. For example, the secondary player may have searched             for a game with the certain attributes, or otherwise             provided an indication of a desire to participate in a game             with the certain attributes. In some embodiments, the casino             may, for other reasons, wish to have the secondary player             participate in a game with the certain attributes.             -   1.18.7.1. An actual historical game is provided. Given a                 set of attributes or characteristics, a casino may                 retrieve data about a historical game with the given set                 of attributes or characteristics. The historical game                 may be a game that was actually played by a real human                 player. For example, when a secondary player has                 indicated a desire to play in a game of video poker that                 was played by a primary player aged 60 years old, the                 casino may retrieve data about a game that was actually                 played in the past by a 60 year-old primary player and                 that was played at a video poker machine. The data                 retrieved may be used to display information about the                 game to the secondary player (e.g., to show screen shots                 of the cards being dealt in the game), to determine what                 the outcome of the game was, to determine whether the                 secondary player is a winner based on bets placed on the                 game by the secondary player, and to determine an amount                 to pay the secondary player. Data about historical games                 may be stored in a database or in any other storage                 means. Data about historical games may be indexed by                 different attributes, such as the age of the player or                 the type of game. Games may thus be searched by                 attributes, and data about games with attributes desired                 by a secondary player may be retrieved.             -   1.18.7.2. A historical simulated game is provided. Given                 a set of attributes or characteristics, a casino may                 retrieve data about a historical game that was                 simulated. The game may not ever have been played by a                 real human being. In some embodiments, the outcome of                 the game may have been determined prior to play by a                 real human being. However, subsequent to the outcome                 being generated, a person (e.g., a secondary player) may                 have participated in the game. As with a historical game                 originally played by a live player, data about a                 historical game that was simulated may be stored in a                 database and indexed by attributes. Subsequently, data                 about historical games may be searched according to                 desired attributes. The data may then be used to                 recreate the game for a secondary player, and to                 determine an outcome and an amount to be paid to a                 secondary player.             -   1.18.7.3. A current actual game is provided. Given a set                 of attributes or characteristics, a casino may determine                 a current game in progress with the given set of                 attributes or characteristics. For example, a 60                 year-old primary player from Wisconsin may currently be                 involved in a game at a video poker machine in which an                 initial hand with a pair has been dealt. The secondary                 player may be allowed to participate in the game in                 progress. For example, the secondary player may be                 allowed to place a bet on what the final outcome of the                 game will be. In various embodiments, the secondary                 player need not have the benefit of the same pay table                 as does the primary player, since the secondary player                 is placing a bet in the middle of the game and has more                 information than the primary player did at the start of                 the game.             -   1.18.7.4. A current simulated game is provided. Given a                 set of attributes or characteristics, a casino may                 simulate a game having the given attributes or                 characteristics. The casino may, for example, use a                 computer algorithm to determine cards to deal in a card                 game (e.g., video poker) or to determine symbols to show                 in a simulated reel slot machine. For example, if a                 secondary player desires to participate in a game of                 video poker, the casino may simulate a game of video                 poker. If the secondary player desires to participate in                 a video slot machine game, the casino may simulate a                 video slot machine game. In various embodiments, the                 casino may use algorithms to simulate table games as                 well as games typically played on a gaming device. For                 example, the casino server may simulate craps,                 blackjack, or poker. If other players would normally be                 present in a game, the casino may use computer                 algorithms to simulate the decisions that would have                 been made by humans. For example, in order to simulate a                 game of poker, the casino may use algorithms designed to                 bet, call, fold, raise, or check, according to certain                 pre-programmed rules. In some embodiments, a secondary                 player may wish to participate in a game in which                 certain symbols or outcomes occur. The casino may, in                 some embodiments, simulate multiple games until the                 desired symbols or outcomes occur. The secondary player                 may have the opportunity to participate only in the                 game, of the multiple games, in which the desired                 symbols or outcomes occurred. For example, the secondary                 player may indicate a desire to participate in a game in                 which three-of-a-kind was dealt on the initial hand in a                 game of video poker. The casino may deal a number of                 simulated hands of video poker. Only when the casino                 finally deals an initial hand with three-of-a-kind,                 e.g., due to random chance, does the casino allow the                 secondary player to then place a bet and to receive                 winnings for the final outcome of the game. In some                 embodiments, the casino may accept a bet from the                 secondary player first, simulate multiple games until a                 game with desired characteristics is simulated, and then                 pay the player based upon the outcome of the game with                 the desired characteristics. In some embodiments, the                 simulation may begin with a game of the desired                 attributes. For example, if a secondary player desires                 to play in a game of video poker with three-of-a-kind                 dealt on the starting hand, then the simulation may                 begin by immediately dealing three-of-a-kind. The                 simulation may randomize the remaining cards (e.g.,                 shuffle the cards remaining after the three cards of the                 same rank have been dealt, the remaining cards                 completing a standard deck of 52 cards). The game may                 continue with two additional cards dealt from the                 randomized deck to complete the initial hand, followed                 by the discarding of one or two cards, followed by the                 replacing of the discarded cards with new cards from the                 randomized deck. In various embodiments, the secondary                 player may or may not have the opportunity to make                 decisions in a simulated game. For example, in some                 embodiments, the secondary player may choose which cards                 to discard in a game of video poker. In some                 embodiments, the cards that are discarded may be chosen                 automatically, e.g., by a computer algorithm employing                 optimal poker strategy.             -   1.18.7.5. An alert is provided for when a game with                 desired characteristics will be played. Given a set of                 attributes or characteristics, a casino may determine                 when such a game will be played or will be likely to be                 played. For example, a secondary player may wish to                 participate in a game played by a primary player at a                 3-reel slot machine, the primary player having three                 kids and a birthday in April. The casino may determine                 that a primary player with three kids and a birthday in                 April is indeed seated at a 3-reel slot machine. The                 primary player may have been playing for 20 minutes                 already, and presumably will continue to play.                 Therefore, a secondary player may be permitted to                 participate in games of the primary player from that                 point forward. The casino may alert the secondary player                 that a primary player with desired characteristics has                 been found and that the secondary player may begin                 placing bets in the games of the primary player.                 Further, the casino may begin transmitting information                 about the games of the primary player to the secondary                 player.     -   1.19. A secondary player participates in a game where a         progressive jackpot is won. In various embodiments, a secondary         player may participate in a game for which the primary player is         eligible to win a progressive jackpot. However, in various         embodiments, a progressive jackpot constitutes a single pool of         money, and therefore cannot be paid in its entirety to multiple         different players.         -   1.19.1. The secondary player gets a fixed substitute. In             various embodiments, when a primary player wins a             progressive jackpot, a secondary player participating in the             same game receives a fixed payment. The fixed payment may be             some predetermined amount, such as $10,000.         -   1.19.2. The secondary player gets a fixed percentage. In             various embodiments, when a primary player wins a             progressive jackpot, a secondary player participating in the             same game receives percentage of the progressive jackpot.             -   1.19.2.1. The primary player gets the full amount, or                 less so the secondary player can be paid. In various                 embodiments, when a secondary player receives a                 percentage of a progressive jackpot won by a primary                 player, the amount received by the primary player from                 the jackpot may be correspondingly reduced. For example,                 if the secondary player receives X % of a progressive                 jackpot, the primary player may receive 100%-X % of the                 progressive jackpot. In various embodiments, for each                 bet placed on a game with a progressive jackpot, a                 portion of the bet is contributed towards increasing the                 size of the progressive jackpot. Thus, when a primary                 player and a secondary player each place a separate bet                 on a game, a portion of the primary player's bet may add                 to the size of the progressive jackpot, and a portion of                 the secondary player's bet may contribute to the size of                 the progressive jackpot. For each game, a fixed                 contribution to the progressive jackpot may be required.                 Thus, if both a primary player and a secondary player                 participate in a game, the contribution from the primary                 player towards the progressive jackpot may be less for                 that game than if only the primary player were                 participating in the game. In various embodiments, the                 primary player may receive the full amount of the                 progressive jackpot. The amount received by the                 secondary player may be over and above the amount paid                 out to the primary player. Even so, the secondary player                 may receive an amount equal to a predetermined                 percentage of the progressive jackpot, such as 10% of                 the progressive jackpot.         -   1.19.3. Part of progressive amount is set aside for             secondary players before it is paid out. In various             embodiments, a progressive jackpot is divided into two or             more portions. A first portion is available to be won by             primary players. A second portion is available to be won by             secondary players. If a progressive jackpot is won in a             game, a primary player participating in the game would win             the portion of the progressive jackpot available to primary             players, and a secondary player participating in the game             would win the portion of the progressive jackpot available             to secondary players. If there is no secondary player for             the game, then the portion of the progressive jackpot             available for secondary players may remain unclaimed.         -   1.19.4. There is a progressive just for secondary players.             In various embodiments, a progressive jackpot (other similar             terms used herein may include “progressive prize”,             “progressive prize pool”, “progressive pool”, “progressive             payout”) may grow from the contributions of only secondary             players. The progressive jackpot may be available to be won             only by secondary players. For example, for each bet a             secondary player puts on a particular type of game, a             portion of the bet may be set aside and added to a             progressive jackpot. If a secondary player participating in             the particular type of game later wins the progressive             jackpot, the jackpot may go to the secondary player. The             size of the progressive prize pool may then go down to zero.             In some embodiments, once a progressive prize pool has been             claimed, the next pool may be seeded with some money by a             casino, e.g., with $10,000, so as to garner interest from             secondary players. In various embodiments, a display visible             by a secondary player may track the size of a progressive.             For example, a secondary player may participate in games             using a mobile device (e.g., a mobile device as set forth in             Nevada bill AB471). The mobile device may maintain on its             display screen a running tally of the size of the             progressive pool.         -    In various embodiments, two or more separate progressive             jackpots may be available for secondary players. In various             embodiments, a secondary player may be eligible to win a             progressive prize based on the location or geographic region             from which the secondary player participates in games. For             example, a secondary player participating while seated in             Casino A may be eligible for a first progressive prize pool             of $10,000. Another secondary player participating while             seated in Casino B may be eligible for a second progressive             prize pool of $20,000. A progressive prize pool may be             available to be won by a particular secondary player based             on one or more characteristics or circumstances of the             secondary player, such characteristics or circumstances             including: (a) a demographic of the secondary player, such             as an age, birthday, birthplace, marital status, educational             status, and so on (e.g., there may be a first progressive             pool for secondary players aged 60 or over and a second             progressive pool for secondary players aged 59 or             under); (b) the particular type of game the secondary player             is participating in (e.g., there may be separate progressive             prizes for slot machine games and video poker games); (c)             the location or geographic region from which the secondary             player is participating (e.g., there may be different             progressive pools for different casinos, different cities,             different states, etc.); (d) the time or date during which             the secondary player is participating (e.g., there may be a             different progressive prize offered during each six-hour             period in a day); (e) the identity of the primary player             (e.g., there may be a first progressive prize pool             associated with the games of a first set of primary players,             and a second progressive prize pool associated with a second             set of primary players); (f) a characteristic or             circumstance of the primary player (e.g., demographic,             location, etc. of the primary player); (g) a bet being made             by the secondary player (e.g., a secondary player may be             eligible for a first progressive prize if his bet is more             than $3, and a second progressive prize if his bet is less             than $4); and so on. In various embodiments, a progressive             prize pool may be associated with a given period of time.             For example, a progressive prize pool may be associated with             a particular day. The progressive prize pool may be             associated with a guarantee that it will be won on its             associated day (or its associated period of time). According             to the guarantee, the progressive prize may be claimed by             the first secondary player to achieve outcome A, the first             secondary player to achieve outcome B if no secondary player             achieves outcome A, the first secondary player to achieve             outcome C if no secondary player achieves outcomes A or B,             and so on. In various embodiments, a progressive prize pool             may have its probability of occurrence set so that it is             likely the pool will be won during an associated time             period. For example, if it is anticipated that secondary             players will play 10,000 games during a given time period in             which they have a chance of winning a progressive, the             probability of winning for each game may be set at 1/5000.             The probability that the progressive will be won during the             time period may then be approximately 86%. In some             embodiments, as the casino may be aware in advance of the             outcomes of games to be played by a secondary player, the             casino may intentionally offer for play at least one game             that will result in a progressive prize being won. One such             game may be offered during every period in which a             progressive prize is guaranteed to be won. In various             embodiments, two or more progressive prize pools may be             simultaneously available to be won by a secondary player.             One progressive pool may be associated with a relatively             shorter period of time, while another progressive pool may             be associated with a relatively longer period of time. For             example, a first progressive prize pool may be won, on             average, once a year. In fact, the first progressive prize             pool may be guaranteed to have a winner every year. A second             progressive prize pool may be won, on average, once a day. A             secondary player may be eligible to win either of the             progressive prize pools in the same game. In some             embodiments, a secondary player may win only the first             progressive prize pool while participating in a first game.             In some embodiments, a secondary player may be eligible to             win only the second progressive prize pool while             participating in a second game.         -   1.19.5. A secondary player cannot play games with             progressives. In various embodiments, secondary players may             not be allowed to participate in games with progressive             payouts.         -   1.19.6. A secondary player wins the full amount of the             progressive. In various embodiments, when a progressive             payout is won in a game, the secondary player may receive             the full amount of the progressive. For example, suppose a             primary player wins a progressive jackpot in a game for             which the progressive jackpot is $100,000. The primary             player may receive $100,000. The secondary player may also             receive $100,000.         -   1.19.7. Making up extra funds to pay secondary players. In             various embodiments, a progressive payout (e.g., a             progressive jackpot) may consist of funds held in reserve             for a time when the jackpot must be paid out. If a             progressive jackpot is won in a game where a secondary             player is participating, the progressive jackpot may go to             the primary player and additional funds must be obtained by             the casino to pay the secondary player. In various             embodiments, the casino may pay the secondary player out of             a separate pool of funds, such as an account used by the             casino for general business expenses. In some embodiments,             the secondary player may receive a promise of payment. The             secondary player may receive a portion of contributions             towards future progressive payouts. For example, the             secondary player may receive 50% of all portions of bets             withheld for a subsequent progressive jackpot until such             time as the subsequent progressive jackpot is won.     -   1.20. Anti-vulture provisions. A secondary player may be         prevented from playing in games with a positive expected value.         Various situations may arise with respect to a gaming device or         with respect to a live table game where betting circumstances         are favorable to a player. Favorable circumstances may include         circumstances where a player might expect to receive, on         average, more than 100% of his bet from winnings in a game. For         example, if a progressive jackpot or other payout at a slot         machine reaches a certain level, the slot machine may return, on         average, more than 100% of an amount bet. In some slot machines,         certain symbols, tokens, or other objects may be accumulated         from game to game. For example, Double Diamond Mine® slots, made         by IGT, allow a player to accumulate diamond symbols from game         to game. Once 10 diamond symbols from a particular reel have         been accumulated, the player wins a payout. A slot machine in         which a number of such objects have been accumulated may return,         on average, more than 100% of an amount bet. In games of         blackjack, such as in live table games of blackjack, a game may         return more than 100% of an amount bet if the cards remaining in         a deck have a predominance of one type of card (e.g., of high         cards).     -    In various embodiments, a secondary player may be allowed to         search for historical games in which the expected payout is more         than 100% of the bet. For example, the secondary player may         search for games at a Double Diamond Mine® slot machine where         nine diamond symbols for each reel have already been         accumulated. In another example, the secondary player may be         allowed to search for gaming devices in which a progressive         jackpot has exceeded a certain threshold. The secondary player         may be allowed to participate in such games. However, in some         embodiments, the secondary player may be prevented from         participating in games in which an expected payout is more than         100% of the bet. In some embodiments, a secondary player may         only be allowed to participate in games returning more than 100%         of an amount bet if such games arise during a longer sequence or         session of play. For example, a secondary player may be allowed         to participate in a Double Diamond Mine® slot game for which         nine diamond symbols have accumulated for each reel only if the         secondary player has already participated in immediately prior         games that had occurred at the same slot machine.     -    Tracking of game data usage. In some embodiments, a game that         was originally played at a first casino or other establishment         may subsequently be recreated at a second casino or         establishment. For example, a secondary player at a second         casino may participate in a game that was originally played at a         first casino. The second casino may derive revenue, profit, or         other financial gain from the recreation of the game at the         second casino. For example, when a secondary player places a bet         on the game at the secondary casino, the secondary casino may         expect to win some portion of the bet, on average. In some         embodiments, the second casino may compensate the first casino         for the privilege of using or recreating the game that was first         generated or played at the first casino. In various embodiments,         the use of games for participation by secondary players may be         tracked. The tracking of such use may allow a first casino         (e.g., the casino that originally generated a game) to track how         much it is owed, and a second establishment (e.g., the casino         that recreated the game for play by the secondary player) to         track how much it owes. The use of a game at a casino may be         tracked in a number of ways. Data related to the game, e.g., a         game identifier, may be stored in a database. A time during         which the game was recreated may be stored. Other items stored         may include: (a) an identity of a secondary player who played         the game; (b) an amount bet on the game; (c) an amount won or         lost by the casino recreating the game; (d) a type of bet placed         on the game; (e) a number of secondary players who participated         in the game; (f) a location of a secondary player who bet on the         game; (g) an amount owed to the casino that originally generated         the games; and so on. Data about individual games may not be         stored, in some embodiments. Rather, data about blocks or groups         of games may be stored. For example, a casino may store a record         indicating that a group of 1000 games was recreated during the         afternoon of Aug. 17, 2010, and that a total of $40,000 was bet         on the games.     -    In various embodiments, a casino that used or recreated one or         more games may send a report about the use of the games to the         casino that originally generated the games. For example, the         casino that recreated the games may send a printed report with         each line on the report detailing, e.g., a particular game, a         particular time the game was recreated, an amount bet, and an         amount owed to the casino that originally generated the games.         The report may be a paper or electronic report. The report may         be sent by postal mail, email, fax, via download from the         Internet, or via any other means. A report may cover a single         game or a group of games. A report may be sent in real time         (e.g., a report about the use of a game may be sent to the         casino that originated the game as the game is used or         immediately after the game has been used), periodically (e.g.,         every hour), or once (e.g., at the end of a period for which the         casino using the games is authorized to use the games by the         casino that first generated the games).     -    Data stored by a casino relating to the use or re-creation of         games within the casino may be obtained from devices used for         play by secondary players. For example, a terminal at which a         secondary player participates in a game may store and/or         transmit various data to the casino server, such as amounts bet         by the secondary player, which games the secondary player         played, and so on.     -    In various embodiments, a casino that uses data about games         originally generated at another casino may track or record the         use of various images associated with the game. Based on the use         of images, royalties may be paid to copyright holders of the         image. Also, the casino that originally generated the game may         track the use of images from the game.     -   1.21. Bucket shop paradigm. Under this paradigm an establishment         hopes to invest the least amount possible in casino         infrastructure, including games, and even licenses to be a         casino operator. Instead, the establishment plans to just reuse         data from a real casino, set up a nice façade, and open up for         business. In various embodiments, an operator may set up a         gaming facility which uses solely or predominantly games or         outcomes that have already been generated. The operator may         thereby save various costs, possibly including the costs of         purchasing gaming equipment, costs of obtaining accounting         software and other infrastructure, and costs associated with         meeting various regulations. For example, by reusing outcomes         that have already been generated, an operator need not buy         expensive gaming machines to generate original outcomes.         Further, the operator need not submit such gaming machines for         regulatory approval or inspection. In some embodiments, an         operator of a facility that only reuses games and outcomes         already generated may not be required to obtain the same types         of regulatory approval as does a facility that generates         original games and outcomes. The operator of the facility that         reuses games and outcomes need not, in some embodiments, submit         devices used by secondary players to the same process of         regulatory approval that ordinary gaming devices (e.g., slot         machines) are subject to. Rather the regulatory approval process         may be simpler for the devices used solely by secondary players.         In some embodiments, an entire facility that only reuses games         or outcomes may not be subject to the same regulatory processes         as is a facility that generates original outcomes. Rather, the         regulatory processes may be simpler for facilities that solely         reuse games or outcomes.     -    In some embodiments, by using outcomes already generated, an         operator may use accounting data that has already been generated         to account for amounts received, won, and lost based on the         outcomes. Thus, the operator may save on accounting software and         other accounting infrastructure, such as networks or intranets         for conveying accounting related information.         -   1.21.1. Use of shell machines that simply display outcomes             from other machines. In various embodiments, an operator may             install machines or devices with simplified functionality.             The machines may include currency acceptors, credit card             acceptors, or other acceptors for consideration to be used             for betting purposes. The machines may include output             devices, such as microphones for audio output and display             screens for video or graphical output. The machines may             further include dispensers for cash, coins, currency,             tokens, chips, cashless gaming receipts, or other             consideration. Consideration may be paid to a player based             on amounts won while participating in games, or based on             amounts remaining from an initial deposit made by a player.             The machines may further include media players and/or media             storage devices. For example, the machines may include DVD             players or VHS players. The machines may include VHS tapes,             DVDs, CDs, flash memory, or other media storage devices. The             machines may further include buttons, handles, and touch             screens for use by a player to input information, such as             amounts to bet. The machines may further include network             interfaces for sending and receiving information via a             network, such as an intranet or internet. Network interfaces             may include wireless network interfaces, such as antennae.             Operationally machines according to various embodiments may             receive a record of historical games, stored on a media             device, such as a DVD. The machines may receive currency             from a player. The machines may then receive an indication             of an amount to bet. The machines may then receive an             initiation signal for a game from the player. The player may             convey the initiation signal, for example, by pressing a             button labeled “spin” on the machine. The machine may then             play for the player a video or other depiction of a stored             game from the DVD. For example, the machine may play a             10-second video clip from the DVD, the video clip depicting             a historical game that occurred at an actual slot machine.             The machine may determine an outcome of the game. For             example, the DVD may store, in association with each game,             information about a payout or payout ratio associated with             the game. Based on the information about the payout, the             machine may pay the player. The player may be paid by, e.g.,             dispensing currency through a dispenser of the machine, or             by adding to a balance of player credits stored on the             machine. In various embodiments, the machine does not itself             generate any outcomes or games. The machine merely replays             games that have been previously generated. In various             embodiments, the machine may recreate games based on a             limited amount of information about the games. For example,             the machine may receive information about the outcome of a             game. The machine may then display an animated sequence             depicting slot reels spinning and stopping to show the             outcome. In some embodiments, the machine need not store             information about prior games locally on the machine.             Rather, the machine may receive information about historical             games via the network. As information about historical games             is received, the machine may recreate the historical games             for the benefit of a secondary player at the machine.         -   1.21.2. Simplified regulatory license. An operator is just             reusing data that's already been certified. There is no need             to recertify data. In various embodiments, an operator using             historical outcomes may operate without one or more licenses             required of a typical gaming operator. A special license may             be granted for operators who use only historical outcomes. A             special license may be granted for operators who use only             historical outcomes which have come from licensed gaming             establishments.         -   1.21.3. Reuse of accounting data. There is no need for an             operator to generate his own accounting data. In various             embodiments, a casino operator may generate a number of             original games or outcomes. Based on the outcomes, the             casino may generate a record of amounts won, amounts lost,             amounts collected, amounts owed in taxes, and so on. Such             data may constitute accounting data. The casino operator may             subsequently share such accounting data with a second             operator who reuses the outcomes generated by the first             casino operator. Since the outcomes used are the same, the             accounting data required may be the same or similar.             Therefore, in some embodiments, the second operator may             receive the accounting data from the first casino operator,             and reuse the accounting data for its own records.         -   1.21.4. Pre-inspection of the data is not allowed, as then             the bucket shop could be accused of knowing the outcomes in             advance. In various embodiments, an operator using             historical games or outcomes is forbidden by law,             regulation, convention, or other policy from obtaining             knowledge about the games or outcomes prior to the             participation in the games by a secondary player. In this             way, the operator may be discouraged from selectively making             available games or outcomes that are unfavorable to the             operator.     -   1.22. Multi-Tiered Poker Game. In various embodiments, a poker         game occurs. The poker game may include a number of live players         at a table at a casino. The poker game itself may be referred to         as a first tier game. Based upon the first tier game, a second         tier game may be played. The second tier game may involve a         different set of players. In some embodiments, the second tier         game includes one player for each player in the first tier game.         Each person in the second tier game may be associated or matched         with a person in the first tier game. In various embodiments, a         person in the second tier game may bet on what his associated         player will do in the first tier game. For example, the player         in the second tier game may bet that his associated player in         the first tier game will check, bet, raise, call or fold.         Further, the person in the second tier game may place a bet on         the amount that the associated person in the first tier game         will bet. For example, if Joe in the second tier game is         associated with Sue in the first tier game, then Joe may bet         that Sue will raise by at least 30 chips. In various         embodiments, a person in the second tier game cannot communicate         with his associated person in the first tier game. In various         embodiments, no one in the second tier game can communicate with         anyone in the first tier game, and vice versa. In various         embodiments, a person in the second tier game knows the cards of         the associated person in the first tier game, but does not know         the cards of any other player in the first tier game.     -    In various embodiments, a person in the second tier game may         also check, bet, raise, fold, or call against other people in         the second tier game. He may bluff and hope other people in the         second tier game will fold. Should two or more players remain in         a second tier game once the first tier game has reached its         conclusion, a pot in the second tier game may be awarded to a         person in the second tier based on the results of the first tier         game. Namely, if a person in a second tier game is associated         with the person in the first tier game who won the first tier         game, then the person in the second tier game will also win in         the second tier game. In some embodiments, the result or outcome         of the second tier game is decided as if each person in the         second tier game held the cards of his associated person in the         first tier game. In various embodiments, if a player in the         first tier game folds, the associated player in the second tier         game folds automatically, and thus loses in the second tier         game.     -    In various embodiments, there may be higher tiers. For example         a third tier may include the same number of players as are in         the second tier (or, equivalently, the first tier). Each player         in the third tier may be associated with a player in the second         tier. Thus, the player in the third tier may automatically be         associated with the person in the first tier to whom is         associated the player in the second tier that is associated with         the player in the third tier. In other words, one player in each         tier may be associated with a particular hand of cards, and all         such players may be associated with one another. Players in the         third tier may place bets on what bets will be made by         associated players in the second or first tiers, and on how much         will be bet by such players. Further players in the third tier         may make bets against one another to be decided by results of         lower tiers. A player in the third tier may win a pot if he has         not folded, his associated player in the second tier has not         folded, his associated player in the first tier has not folded,         and his associated player in the first tier has the best poker         hand at the conclusion of the first tier game. However, if an         associated player in the first or second tier folds, a player in         the third tier is automatically folded. Note, however, that a         player in the second tier is not automatically folded if an         associated player in the third tier has folded. It will be         appreciated that there may be any number of tiers, with fourth,         fifth, sixth, etc., tiers operating in an analogous fashion to         what has been described with respect to the first three tiers.         In some embodiments, a person in a tier greater than the first         tier may see the cards of all players in the first tier.         -   1.22.1. There may be time limits on people in higher tiers             so they can't stall to see what happens in the actual game.             In some embodiments, a player in tier two or above may have             a time limit for making bets or other game decisions. The             time limit may force a player in tier two or higher to take             action before the game proceeds in tier one, and thus before             the player in tier two or above discovers important             information from watching the first tier players that might             aid him in his game decision.         -   1.22.2. A higher tier game may not occur in a live             environment. Thus higher tier players may bet after the             fact. In various embodiments, tier two, tier three, and             higher tier games may occur after the tier one game has             occurred. Accordingly, a playback of the action in the tier             one game may be halted until all appropriate actions have             been taken in the higher tier games.         -   1.22.3. Tiers could form among people at the pool, using             handheld devices. In various embodiments, a second tier,             third tier, or higher tier game may form amongst players             that are remote from a poker table. For example, players             located poolside at a casino may engage in a second tier             game using handheld devices, such as personal digital             assistants. Thus, the second tier players may benefit from             the work of a dealer and from the use of physical cards, but             without having to be physically present at a poker table.     -   1.23. In various embodiments, a first secondary player may         receive an alert regarding the activities of a primary player         and/or of a second secondary player. An activity that may         trigger an alert may include: (a) the primary player inserts a         tracking card into a gaming device; (b) the primary player         inserts currency or other consideration into a gaming         device; (c) the primary player presents a tracking card or other         identification at a table game (e.g., at a blackjack game); (d)         the primary player buys chips at a table game; (e) the primary         player places a bet in a slot machine game; (f) the primary         player places a bet in a game; (g) the primary player         participates in a game; (h) the primary player receives a payout         in a game; (i) the primary player checks into a hotel; (j) the         primary player pays for a meal at a restaurant (thereby         identifying himself with a credit card, for example); and so on.         Similar activities by the second secondary player may trigger an         alert for the first secondary player. An alert may be sent to         the secondary player if the primary player was or is flagged for         any reason, such as being of interest to the first secondary         player. For example, the first secondary player may have         indicated that the primary player is the favorite player of the         secondary player. Thus, the first secondary player may wish to         be alerted any time the primary player is playing or will begin         playing so that the first secondary player may have the         opportunity to participate in the games of the first primary         player. An alert may be transmitted to a device of the second         secondary player, including a cell phone, personal digital         assistant, Blackberry®, laptop, personal computer, television,         and so on.     -    An alert may also be transmitted to the first second secondary         player under other triggering conditions. An alert may be sent         to the first secondary player if a primary player of         interest: (a) is playing a particular game (e.g., a favored game         of the second secondary player); (b) has had a streak, such as a         winning streak or losing streak (e.g., the primary player has         won 10 games in a row; e.g., the primary player has lost games         in a row); (c) the primary player has won a certain amount         (e.g., the primary player has won more than $100); and so on. An         alert may be sent to the first secondary player based on similar         triggering conditions involving the second secondary player.     -   1.24. Embodiments disclosed herein need not apply only to casino         gaming. Rather, where applicable, disclosed embodiments may         apply to a wide variety of games, contests, sporting events,         random events, unknowns, and so on. Where applicable, disclosed         embodiments may apply to anything that may be the subject of a         bet. Disclosed embodiments may apply to table games, video         games, boxing matches, sporting events, the price movements of         equities, the price movement of bonds, the movements of other         market securities, the results of elections, the weather, the         temperature, the average test scores of a body of students, and         so on. For example, a secondary player may place a bet on         whether a stock price will go up or down in the next ten         minutes. Note that, in various embodiments, a primary player         need not be explicitly present. For example, a secondary player         may bet on the temperature a day in the future even though there         is no primary player per se who effects the temperature.     -   1.25. Embodiments described herein need not apply only to         complete games. Where applicable, embodiments described herein         may apply to events within games. For example, a secondary         player may bet on the next card that a primary player will         receive in a game. A secondary player may bet on the next roll         of the dice, on how many times a player will hit in a game of         blackjack, on the point total of the dealer's hand in a game of         blackjack, on the contents of a flop in a poker game of Texas         Hold'em, and so on. A secondary player may be alerted when         certain sequences of events have occurred. For example, a         secondary player may be alerted when the last ten cards dealt in         a game were red cards (i.e., hearts or diamonds). A secondary         player may view historical data about events within a game or         games. For example, the secondary player may examine historical         data about the number of times the number 12 has been rolled in         craps in the last 10 minutes.     -   1.26. A secondary player just watches a primary player. In         various embodiments, a secondary player may wish to watch the         play of a primary player, watch the games of a primary player,         watch the facial expressions of the primary player, follow the         strategies of the primary player, examine the historical results         of the primary player, or otherwise track the primary player.         The secondary player may wish to track the primary player         without betting or risking any money on the games of the primary         player. For example, a secondary player may wish to watch the         games of a primary player who is a celebrity. Simply watching         the celebrity player may provide entertainment for the secondary         player.     -    A secondary player may search for a primary player based on any         number of criteria, such as those mentioned above. A secondary         player may search for a primary player based on a name (e.g.,         Ben Affleck); based on a demographic; based on a celebrity         status (e.g., a name that generates more than 1000 hits in a         Google search); based on a typical amount bet (e.g., a secondary         player may search for any player who bets more than $100 per         game); based on a history of wins or losses; based on strategies         employed; based on facial expressions (e.g., a computer         algorithm may score the expressiveness of a primary player's         face and allow the secondary player to search for the most         expressive faces); and/or based on any other criteria.     -    In various embodiments, a secondary player may pay a fee for         watching the games of primary players. A fee paid by the         secondary player may allow the casino to profit from the         secondary player even if the secondary player does not place any         bets. The secondary player may pay a fee per game watched, per         time period during which he watches, or based on any other         metrics. In various embodiments, the primary player may receive         a portion of the fee paid by the secondary player.     -    In various embodiments, the primary player's permission must be         obtained before a secondary player may track the play of the         primary player. -   2. Bet on a smaller aspect of someone else's game. For example, bet     on what the next card will be, what the next roll of the dice will     be, etc. In various embodiments, a person who does not directly     participate in a game at a casino may nevertheless place bets on     various events in the game. An event may include the rolling of a     die, the drawing of a card, the spinning of a roulette wheel, the     spinning of a reel of a slot machine, and so on. An event may come     to a resolution in the form of a number revealed on the top face of     a die, in the form of a rank or suit of a card drawn, in the form of     a number achieved at a roulette wheel, in the form of a symbol     appearing on a reel at a pay-line, and so on. An event may also     include a decision or action made by a player who is directly     involved in the game. For example, an event may include a player     making a decision to hit or stand in blackjack, a player making a     decision to bet or fold in poker, a player making a decision of     which prize door to choose in a bonus round of a slot machine game,     and so on. Such an event may come to a resolution in the form of an     actual decision made. For example, a resolution may include an     actual decision made by a player, such as “hit”, “draw”, or “fold”.     An event may include a dealer making a decision in a game. For     example, in a game of Pai Gow poker an event may include an     arranging of the dealer's seven cards into a two-card hand and a     five-card hand. The resolution of the event may take the form of an     actual five-card hand and an actual two-card hand that the dealer     has arranged. -    As used herein, the term “payout odds” may refer to a statement of     an amount a player will receive, in the event of a win, per amount     bet. For example, 3:2 payout odds means that a player will receive 3     units per 2 units bet (in addition to keeping his original bet),     provided the player wins the bet. It will be understood that a     payout ratio may be readily determined from payout odds and vice     versa via mathematical operations. Therefore, it will be understood     that embodiments described herein using payout ratios could readily     be performed with payout odds, and vice versa. -    For a given event, an appropriate set of payout ratios may be     determined. For example, if a secondary player is betting on a two     as the resolution of a roll of a six-sided die, the secondary player     may stand to win five times his initial wager (a payout ratio of 5)     if the two is in fact rolled. Note that the player is assumed to     give up his bet initially, so his net profit would be 4 times his     initial wager if a two occurs. A set of payout ratios may be     determined based on the inherent probabilities of various possible     resolutions of the event. In the above example, the inherent     probability of a two being rolled is 1/6. Thus, a payout ratio of     five seeks to provide the player with a payout commensurate with the     inverse of the probability of the resolution that would be winning     for the player, while still allowing for a casino profit, on     average. -    Once the event has resolved, it may be determined whether the     secondary player has won. For example, suppose a secondary player     has bet that the next card dealt in a game of poker will be the ace     of spades. Once the next card has been dealt, it may be determined     whether the card is in fact the ace of spades, and therefore whether     the secondary player has won. If the secondary player has won, the     secondary player may be paid according to the payout odds. -    In various embodiments, an event on which a secondary player bets     does not constitute a complete game for the primary player of the     game. For example, a secondary player may bet on what the next card     will be in a game of video poker. However, the outcome of the game     of video poker is not solely based on the next card, but rather is     based on at least four other cards making up a complete hand of     poker. Thus, a primary player may place a bet and may be paid based     on his bet and based on the resolutions of a first and a second     event in a game. A secondary player may place a bet on the same game     and may be paid based on his bet and based on only the resolution of     the second event in the game. -    In various embodiments, the secondary player may be remote from the     game. For example, the primary player may participate in the game     while physically present at a slot machine, video poker machine,     table game, or other game location. However, the secondary player     may be remote from the primary player, such as 50 feet away, such as     in a different room, such as in a different building, such as in     different city, and so on. -    In various embodiments, the secondary player may bet on an event in     a game after the game has been completed. For example, the secondary     player may bet on an event in a game completed the prior week. The     events of the game may be unknown to the secondary player, since the     secondary player may not have been observing or participating in the     game when it was originally played.     -   2.1. Betting interface. In various embodiments, a secondary         player may use a betting interface to make bets on events within         a game. The betting interface may be a graphical user interface,         and may include interactive features such as buttons,         microphones, touch areas, mice, keyboards, and any other         features for receiving designations of a secondary player's bet.         An exemplary betting interface is shown in FIG. 9. The betting         interface depicted in FIG. 9 includes an area where the names of         available primary players are listed. The secondary player may         elect to bet on events for the games played by these primary         players. Next to each primary player is listed an indication of         the last event resolution. For example, next to primary player         Robert Clemens is listed the J         , or the jack of spades. This indicates that in the most recent         event of Robert Clemens' game, the event being the dealing of a         card, the resolution to the event was that a jack of spades was         dealt. Next to Sue Baker is listed a “bar”. This indicates that         in the most recent event of Sue Baker's game, the event being         the random determination of a symbol to show in a viewing window         of a slot machine game, the resolution to the event was that a         bar occurred. In the case of TeeBone, the most recent card dealt         was the two of hearts. The betting interface depicted in FIG. 9         includes two game windows in which a secondary player may bet on         events within a game. In the game of TeeBone, the secondary         player has just bet $5 that the next card dealt in the game will         be a club. In the game of Sue Baker, two symbols have already         appeared in the viewing window of the slot machine game in which         Sue Baker is involved. The status of the game is such that the         secondary player may bet on the third symbol that is yet to come         in the same game of Sue Baker. The secondary player may use the         “Bet Menu” area of the screen to select a symbol to bet on. At         present, a “cherry” symbol appears in the Bet Menu area. The         secondary player may, however, scroll through additional symbols         in the menu and select (e.g., by touching three times in rapid         succession) a symbol on which to bet.     -   2.2. Determining pay tables. In various embodiments, payout         ratios may be determined for an event within a game. Payout         ratios may be based on the probability that a bet on the event         becomes a winning bet. Payout ratios may also be determined         based on a number of other factors. Payout ratios may be         displayed or otherwise presented for a secondary player. In some         embodiments, payout ratios are displayed in the form of a pay         table. The pay table may include a first column depicting         various possible resolutions of an event, and a second column         depicting the amount to be paid per amount wagered on each of         the possible resolutions.         -   2.2.1. Determining appropriate odds. In various embodiments,             payout ratios may be determined based on a desired average             amount to be won by a casino per bet received by the casino             (e.g., based on a desired house advantage), on a house             advantage of the game within which the event is occurring,             and/or based on jurisdictional rules pertaining to allowable             house advantages.             -   2.2.1.1. A desired house advantage. In various                 embodiments, a casino may determine a desired house                 advantage for a bet on an event in a game. It will be                 appreciated that the casino may determine any number of                 equivalent desired metrics, where such equivalent                 metrics may be determined through deterministic                 mathematical transformations of a house advantage. For                 example, a casino may equivalently determine a desired                 average amount that a player will win per unit wagered.                 Exemplary house advantages may be 15%, 10%, and 5%. The                 desired house advantage may be determined based on any                 number of factors, including perceptions as to what                 house advantages would be attractive to players while                 still providing the casino with adequate profits.             -   2.2.1.2. Same as the gaming device. In various                 embodiments, a house advantage for an event within a                 game is determined based on the house advantage for the                 game itself. For example, the house advantage for a bet                 on an event in a game may be the same as for the house                 advantage for a bet on the game. In various embodiments,                 the house advantage for an event within a game may be                 close, but not identical to the house advantage of the                 game. For example, the house advantage of the event may                 differ by 2 percentage points from the house advantage                 of the game. Achieving identical house advantages may                 not be practical due, for example, to a requirement for                 integer payouts or to a limited number of possible                 resolutions of an event (e.g., there are only 6                 resolutions to the roll of a die).             -   2.2.1.3. Amount wagered. In various embodiments, the                 house advantage for an event within a game may be                 determined based on the amount bet on the event. In some                 embodiment, the greater the amount bet, the less the                 house advantage. This provides the player with an                 incentive to bet more.             -   2.2.1.4. Jurisdiction minimum. In various embodiments,                 laws, rules, policies, or other conventions may dictate                 a maximum allowable house advantage for a gaming device.                 Accordingly, a house advantage for an event may be                 determined which is less than or equal to the maximum                 allowable house advantage.         -   2.2.2. Player preferences affecting the pay table. In             various embodiments, an event in a game may have more than             two possible resolutions. For example, the rolling of a die             may have six possible resolutions, while the drawing of a             card from a deck may have 52 possible resolutions. Payout             ratios may be associated with each of the possible             resolutions. Thus, a pay table may be formed for the event,             where the pay table details payout ratios for one or more of             the possible resolutions. In various embodiments, it may be             possible to form many different pay tables for the same             event. Further, many different pay tables may result in the             same or similar house advantages. For example, a first pay             table for a roll of a die may provide a payout ratio of 5             for a roll of a 6, and a payout ratio of 0 for any other             roll. A second pay table for a roll of a die may provide a             payout ratio of 3 for a roll of 6, a payout ratio of 2 for a             roll of 5, and a payout ratio of 0 for any other roll. With             the first pay table, the player may expect to win 5 times             his wager with probability 1/6, yielding an expected payout             of 5/6 times his wager, which yields a house advantage of             (1-5/6)/1=16.67%. With the second pay table, the player may             expect to win 3 times his wager with probability 1/6, or two             times his wager with probability 1/6, yielding an expected             payout of 3/6+2/6=5/6. Thus, the second pay table has the             same house advantage of 16.67%.             -   2.2.2.1. Player selects pay tables from range of pay                 tables. In various embodiments, a secondary player may                 select among various possible pay tables to use for an                 event. For example, when betting on the draw of a card,                 a secondary player may choose a pay table which pays 48                 times an initial wager only if an ace of spades is                 drawn, or the secondary player may choose a pay table                 which pays 12 times an initial wager if any ace is                 drawn. In one embodiment, a secondary player may choose                 between a pay table which provides a relatively high                 payout with a relatively low probability and a pay table                 which pays a lower payout or payouts, but with greater                 probability. Over a set of repeated games, the former                 pay table would tend to provide less frequent but                 greater rewards, while the latter pay table would tend                 to provide more frequent but smaller rewards. A                 secondary player might therefore decide on his preferred                 method of receiving rewards. A secondary player may be                 given the opportunity to select among a range or                 continuum of possible pay tables, each with                 approximately the same house advantage, but each having                 different maximum payouts and/or different frequencies                 for providing payouts. A player may select a pay table                 by selecting a maximum payout. Typically, though not                 necessarily always, a pay table with a relatively higher                 maximum payout ratio will tend to pay less frequently                 than does a pay table with a relatively lower maximum                 payout ratio. A player may also select a pay table based                 explicitly on a payout frequency associated with a pay                 table. In some embodiments, the player may adjust a                 dial, where one limit on the dial is associated with a                 pay table with one or more relatively high payouts and a                 relatively low frequency of payout, and an opposite                 limit of the dial is associated with a pay table with                 one or more relatively low payouts and a relatively                 higher frequency of payout.         -   2.2.3. Determining odds of a particular symbol in a slot             machine on a reel. In some embodiments, a player may bet on             the occurrence of a particular symbol or indicium during a             game. In some embodiments, the probability of occurrence of             a symbol may be determined. In some embodiments, the             probability of occurrence of a symbol at a particular             position may be determined. For example, the probability of             occurrence of a particular symbol in the first position             across a pay-line of a slot machine may be determined. The             determination of a probability of occurrence of a symbol or             of a symbol at a particular location may allow the             determination of a payout ratio that is commensurate with             the probability. For instance, if the probability is             determined to be lower, then the payout ratio may be set             relatively higher, and vice versa.             -   2.2.3.1. Monte Carlo. In some embodiments, the                 probability of occurrence of a particular symbol may be                 determined through a large number of trials, where each                 trial may include the playing of a game, or a simulated                 game. The game may be played at an actual gaming device,                 at a table game, or on a computer executing game                 software. The game may be played or run with actual                 money at risk (e.g., in the form of bets) or with no                 money at risk. For example, a game at a slot machine may                 be played ten thousand times. A program may track                 statistics of interest from the game, such as how often                 a “cherry” symbol occurred in the first position of the                 pay-line, how often a “bar” symbol occurred in general,                 and so on. The probability that a symbol occurs at a                 particular location on a pay-line may then be determined                 as the number of trials in which the symbol occurred at                 the particular location divided by the number of trials.                 Analogously, the probability of any an event coming to a                 particular resolution can be determined or estimated                 through a large number of trials in which the event                 occurs, and measuring the proportion of the trials in                 which the particular resolution occurred.             -   2.2.3.2. Going through virtual pay table. In some                 embodiments, the probability of occurrence of a                 particular symbol at a particular location on a pay-line                 may be deduced with reference to an internal algorithm                 used by a gaming device for generating game outcomes. In                 some embodiments, the algorithm used may employ one or                 more “virtual reels”. A virtual reel may comprise a                 table with one column of outcomes (e.g., a set of                 symbols), and with one column of ranges of numbers, each                 range of numbers corresponding to an outcome. A random                 number generator may generate a random number. The                 random number may then be matched to an outcome from the                 virtual reels based on the range of numbers in which the                 random number falls. Each outcome may thus be assumed to                 have a probability of occurrence that is proportional to                 the size of the corresponding range of numbers. For                 example, an outcome with a corresponding range of                 numbers of 100-299 is twice as likely to occur as an                 outcome with a corresponding range of numbers of                 300-399, since the first range includes 200 numbers that                 may be generated by the random number generator, and the                 second range includes only 100 numbers that may be                 generated by the random number generator. With reference                 to the virtual reel, the probability of occurrence of                 each possible outcome may be determined. Then, the                 probabilities of all outcomes which include a particular                 symbol may be added up, thus yielding the probability of                 the occurrence of that symbol in a game. The                 probabilities of all outcomes which include a symbol in                 a particular location may similarly be added to                 determine the probability of occurrence of that symbol                 at that particular location. For example, to determine                 the probability that a “bell” symbol occurs at position                 3 in an outcome, the probabilities of occurrence of all                 outcomes containing the “bell” symbol at position 3 may                 be added.         -   2.2.4. Odds of a particular card. In various embodiments,             the probability that a particular card will constitute the             resolution of a particular event may be determined as             follows. First, the number of unknown or unrevealed cards             may be determined. Unknown cards may include cards that have             not already been shown face-up in a game. Provided the card             of interest has not already been shown, the probability may             be determined to be equal to one divided by the number of             unknown cards.     -   2.3. Distinguishing between two dice. In various embodiments, a         secondary player may wish to place a bet that would have an         ambiguous resolution during conventional play of a game. For         example, a secondary player may wish to bet that a particular         die in a game of craps will show a six. However, the way craps         is often played conventionally, it may be difficult or         impossible to distinguish between the two dice used in a game.         Thus, once the two dice land following a roll, it might         conventionally be ambiguous as to which was the die that the         player bet on.         -   2.3.1. Distinguishing two otherwise similar objects. In             various embodiments, two or more similar objects used in the             play of a game may be made to appear distinct. In a game of             craps, two dice may be colored differently. For example, one             die may be colored green, while the other is colored red. In             this way, a secondary player would be able to bet on either             the red die or the green die without worry of an ambiguous             result. In a game with three dice, such as in Sic Bo, there             may be three dice of different colors. In a game of roulette             involving the use of two balls at once, the two balls may             include different patterned markings. A player may thereby             bet on, e.g., the striped ball or the spotted ball. In some             embodiments, two or more similar objects may be made             detectably distinct, even if the distinction cannot be made             visually. For instance, radio frequency identification             (RFID) tags may be placed in or on objects. Two dice with             different RFID tags inside them would be distinguishable by             an RFID tag reader from the differing signals coming from             the tags.         -   2.3.2. Bet that the lower die will be above two. In some             embodiments, a secondary player may place a bet on a             resolution of one of several events, in which the one event             becomes distinguishable only after all of the events have             been resolved. For example, a secondary player bets that the             higher of two dice rolled in a game of craps will show a 6.             In this example, two events may be deemed to occur, each             event constituting the rolling of a die. However, the actual             die a player is betting on becomes clear only after both             events have resolved. In other words, only after both dice             have been rolled and have come to rest can it be determined             which is the higher die. A secondary player may, in some             embodiments, bet on the lower of two dice, on the middle die             (e.g., in a game with three dice), on the roulette ball             showing the highest number, and so on. In various             embodiments, a secondary player's bet may comprise at least             two parts. The first part may be a method to distinguish             between two or more events to determine which of the two or             more events the secondary player is betting on. The second             part may be an indication of what will constitute a winning             or losing resolution for the secondary player. For example,             suppose that a secondary player bets that the higher of two             dice will show a five. The first part of the bet is a way to             distinguish the rolling of one die from the rolling of the             other die, and indicating which of the now distinct events             the secondary player has bet on. The second part of the bet             indicates that a winning resolution will be for the die that             the player has bet on to show a five.         -   2.3.3. Specify a position of a card. For example, the third             card drawn is the Ace of spades. In some embodiments, in             order to clarify the specific event that a secondary player             is betting on, a position, location, sequence number, or             other clarification may be specified. For example, rather             than betting that “a” card will be an ace of spades, a             secondary player may bet that “the third card dealt” will be             an ace of spades. In a game of video poker, a secondary             player may bet that a card in a specified position in a             video poker hand (e.g., the fourth card in the final hand),             will be of a certain rank and suit. In a game of a             blackjack, a secondary player may bet, for example, on the             first card dealt to a player, the second card dealt to a             player, the third card dealt to a player, etc. The secondary             player may also bet, for example, on the first card dealt to             the dealer, the second card dealt to the dealer, etc. The             player may also specify an event by means of an orientation.             For example, in a game of blackjack, the secondary player             may bet on the dealer card that is face down, or on the             dealer card that is face up.     -   2.4. Receive aids in your prediction. In various embodiments, a         secondary player may be provided with data, hints, or other aids         in making bets on an event in a game. Data may include         historical data relevant to the game at hand. For example, if a         secondary player is to bet on the decision that will be made by         a primary player, data about the decision of the primary player         in prior games might aid the secondary player in his bet.         -   2.4.1. The sequence of what occurred in the past. In various             embodiments, a secondary player may be shown or otherwise             provided with data from games or events within games that             were played prior to the game that includes the event on             which the secondary player is betting. The data may help the             secondary player to choose a resolution of the event which             will constitute a winning resolution. A secondary player who             is to bet on a particular event in a particular game played             by a particular primary player may be shown data about other             events that have occurred. Other events may include events             that have occurred: (a) in games played by the same             particular primary player; (b) in games under similar             circumstances to those which are present in the particular             game (e.g., the same initial two cards occurred in a prior             game of blackjack as have in the particular game, and the             particular event of interest is the dealing of the third             card in the particular game); (c) in games played at the             same gaming device that the particular game is or was played             at; (d) in the recent past (e.g., events that have occurred             in the five minutes prior to the time that the secondary             player bets on the particular event); (e) just prior to when             the particular event originally occurred (e.g., events             occurring in games that had been played in the five minutes             prior to the particular game); (f) in games played at the             same gaming device that the particular game is or was played             at, where such games constitute a sequence of games that             immediately preceded the particular game (e.g., such games             were the five games played before the particular game);             and (g) in games played by the same particular primary             player, where such games constitute a sequence of games that             the primary player played immediately preceding the             particular game.         -   2.4.2. What would perfect strategy be here? In various             embodiments, a secondary player may be provided with an             indication of a decision that would be made according to             some strategy. For example, if a secondary player is betting             on the decision that will be made by a primary player in a             game of blackjack, the secondary player may be shown what             decision would be made using Basic Strategy (i.e., the             strategy used to maximize expected winnings without any             special knowledge of what cards have already been dealt).             For example, the secondary player may be told that the             proper decision according to Basic Strategy is for the             primary player to hit. As another example, if a secondary             player is betting on what cards will be discarded by a             primary player in a game of video poker, the secondary             player may be told which combination of discards would             maximize the expected winnings for the primary player. In             various embodiments, the secondary player may be told what             decision would be made according to a strategy that is not a             perfect or optimal strategy. For example, a secondary player             might be told which decision would be made according to a             strategy that aims for the highest payout in a game.         -   2.4.3. What has this player done in similar situations? In             various embodiments, a secondary player may be provided with             an indication of what decisions a primary player has made in             situations which are similar to the situation of the game in             which the secondary player is participating. Games in which             a primary player was in a similar situation may include             games in which the primary player: (a) had the same             cards; (b) had the same point total (e.g., in a game of             blackjack); (c) had the same hand ranking (e.g., in a game             of poker); (d) had the same sequence of initial events             (e.g., in a game of craps, the primary player had the same             three initial rolls as he does in the game situation under             consideration); (e) was in the same seat position (e.g., the             primary player was just to the left of the dealer); (f)             faced the same opponent or opponents; (g) was at the same             gaming device; (h) faced the same bet or bets from opponents             (e.g., in a game of poker, the primary player may have faced             the same bets that he does at present); and so on. Games in             which the primary player was in a similar situation may             include games in which the dealer had a similar hand (e.g.,             in a game of blackjack, the dealer had the same card             showing), or games in which an opponent of the primary             player had a similar card to what the primary player's             opponent has in the game under consideration. In some             embodiments, the secondary player may be provided with an             indication of what the primary player did in games with             similar external contexts, such as games played at the same             time of day, games played at the same table, games played at             the same casino, games played just after a big loss for the             primary player, and so on.         -   2.4.4. What cards have been dealt already? In various             embodiments, a secondary player may be provided with an             indication of what cards have already been dealt in a game.             For example, in a game of blackjack, the secondary player             may be told what cards have been dealt from a deck in prior             games where the deck was used. If, for example, the             secondary player thinks the primary player has been counting             cards, the secondary player may use information about prior             cards dealt in order to predict the reaction by the primary             player to the card count. In a game of poker, the secondary             player may have the opportunity to view cards that have been             dealt, e.g., as part of an initial hand. Looking at the             cards of the initial hand may then help the secondary player             to better predict a primary player's decision.         -   2.4.5. The secondary player is provided with a probability.             In various embodiments, a secondary player may be provided             with the probability of a particular resolution to an event.             For example, if the secondary player is betting on the roll             of a die, the secondary player may be told that the             probability of a six being rolled is 1/6.         -   2.4.6. Regulatory requirements for hints. In various             embodiments, regulations may dictate whether or not a hint             must be provided. In some embodiments, regulations may             dictate that the probability of a resolution be provided. In             some embodiment, regulations may require that a secondary             player be given a probability that an event comes to a             particular resolution if there would be no way for the             secondary player to know such a probability. For example,             while it is possible for a secondary player to know the             probability that a 6-sided die will land in a certain way, a             secondary player may have no way of knowing that a reel of a             slot machine will display a certain symbol since the reel             may be controlled by a secret algorithm. In some             embodiments, regulations may dictate that a hint not mislead             a secondary player. For example, in game of video poker, a             hint inform a secondary player of a decision that would be             made by a primary player using a particular strategy.             However, the strategy may not be a strategy that would             typically be employed by any player, and thus the hint would             not likely give the secondary player the proper direction.             In some embodiments, regulations may dictate the form in             which a hint must be provided. Regulations may require that             a hint be given in multiple languages. Regulations might             require that a player have the option of which language will             be used to view the hint.         -   2.4.7. Form of hints (for example, secondary players are             simply not allowed to make certain bets). In some             embodiments, a hint may take the form of preventing a             secondary player from making certain bets. Such bets may be             disadvantageous for the secondary player or for the casino.             For example, a graphical user interface may display options             for what resolutions the secondary player can bet on. In a             game of blackjack, such options may include a “hit” option             for betting that a primary player will hit, a “stand” option             for betting that a primary player will stand, and a “double             down” option for betting that a primary player will double             down. If the primary player has been dealt an initial hand             with a point total of 10, then the “stand” option may be             grayed out such that the secondary player cannot bet that             the primary player will stand. This is because it would make             no sense for the primary player to stand when the primary             player can hit, increase his point total, and have no risk             of busting.     -   2.5. Setting the odds on an event. In some embodiments, the         casino may set the payout odds on an event by reference to         historical data. Historical data may be used to arrive at a         probability of a resolution of an event. For example, historical         data may be used to determine the probability with which a         primary player will make a particular decision in a game. This         probability may be used, in turn, to provide payout odds to a         secondary player who wants to bet that the primary player will         make the particular decision.         -   2.5.1. Data not including the current game. In some             embodiments, the casino may use data from historical games             of primary players in order to determine a probability that             a primary player will make a particular decision. For             example, the casino may examine a set of historical games in             which various primary players had hands with 16 points             against a dealer's 10 points showing. The casino may             determine the number of primary players who hit and the             number of primary players who stood in order to arrive an             estimated probability for what a primary player will do in a             particular game under consideration. For example, the casino             may look at 100 historical games and may find that 45 times             the primary player hit, and 55 times the primary player             stood. Thus, the casino may determine that there is a 45%             chance that a primary player will hit and a 55% chance that             a primary player will stand under a similar situation. Once             the casino has an estimate of the probabilities of various             outcomes, the casino may set payout odds in order to create             a positive house advantage. For example, in the             aforementioned example, the casino may set payout odds of             1:1 if the secondary player bets on “hit”, and 3:4 odds if             the secondary player bets on stand. In various embodiments,             historical data may include data about historical games of             the primary player who is involved in the particular game in             question. For example, to determine the probability that a             particular primary player will make a decision, the casino             may look at historical data for that primary player.         -   2.5.2. Data including the current game. In some embodiments,             payout odds may be set for a game based on a set of games             which include that game. For example, the casino may use a             set of games that include X (e.g., 1000) games in which a             player had a pair of nines and the dealer showed an 8 in a             game of blackjack. The casino may determine how many times             the player with the nines split, and how many times the             player just stood. The casino may thus know, with certainty,             the probability that the nines would be split and the             probability that the primary player would stand for a game             randomly selected from the set of X games. Accordingly, the             casino could then set payout odds for a bet on standing and             a bet on splitting. The casino could set such payout odds in             order to create a positive house advantage. The casino may             then allow a secondary player to bet on a decision of a             primary player in a game from the set of 1000 games, such as             from a randomly selected game of the set of 1000 games.     -   2.6. Bet on a random action in the game. In various embodiments,         a secondary player may bet on the resolution of any desired         event. For example, in a table game of craps, the secondary         player may bet that one die will bounce off the table. In a game         of poker, the secondary player may bet that one of the primary         players will throw his cards, that a primary player will get         ejected from the game, that a primary player will bet out of         order, or that any other resolution to an event will occur. In         some embodiments, a secondary player may bet on any resolution         that is external to the normal play of a game. For example, the         secondary player may bet that a player will spill a drink at a         gaming table.     -   2.7. Bet on a particular sub-outcome. There are many events on         which a secondary player may bet. For each event, there may be         one or more resolutions on which the secondary player may bet.         -   2.7.1. blackjack. In a game of blackjack a secondary player             may bet on: (a) the rank or suit of a particular card, such             as the first, second, third, etc. player card or the first,             second, third, etc. dealer card; (b) a decision that will be             made by a primary player (e.g., hit, stand); (c) a decision             that will be made by a dealer; (d) whether a primary player             will bust; (e) whether a dealer will bust; (f) whether the             primary player will receive two identical cards; (g) whether             the primary player will receive two or more cards of the             same suit; (h) whether two primary players in a game receive             the same cards; (i) a starting point total for a primary             player; (j) a starting point total for a dealer; (k) whether             a primary player's ending point total will fall within a             particular range; and so on.         -   2.7.2. Roulette. In a game of roulette, a secondary player             may bet on (a) red; (b) black; (c) a particular number; (d)             a particular range of numbers; (e) the occurrence of a             number in a particular sector of a wheel; (f) an amount that             a primary player will bet; (g) a number that a primary             player will bet on; (h) green; and so on.         -   2.7.3. Slot machines. In a slot machine game a secondary             player may bet on: (a) the occurrence of a symbol on a             reel; (b) the occurrence of a set of symbols on a set of             reels (e.g., the secondary player bets that the first reel             will show a “bar” and the second reel will show a             “lemon”); (c) whether a bonus round will be reached; (d) the             level of a bonus round that will be reached; (d) a decision             that a primary player will make in a bonus round; (e) a             resolution of a bonus round (e.g., how much money the             primary player will win from the bonus round); (f) the             amount that the primary player will bet; (g) the number of             pay-lines that the primary player will bet; (h) the number             of pay-lines that will win, and so on.         -   2.7.4. Card Games. In a card game, such as a game of poker,             a secondary player may bet on: (a) the occurrence of a             particular card in a hand of cards; (b) the occurrence of a             particular combination of cards in a hand of cards (e.g.,             the occurrence of a pair); (c) an order in which cards are             dealt (e.g., the secondary player may bet that each card             dealt will have a higher rank than the last card dealt); (d)             a position in which a card will be dealt (e.g., an ace will             be dealt as the first card in a player's hand; and so on.             -   2.7.4.1. Poker. In a game of poker, a secondary player                 may bet on what bets will be made by primary players in                 the game. A secondary player may bet on whether a bet                 will be a check, call, bet, raise, or fold; on how much                 a primary player will bet; on how many callers there                 will be for a bet or raise; on how many times a pot will                 be raised; on how many rounds of betting there will be;                 on how many players will be all-in; and so on. In some                 embodiments, a secondary player may bet on the total                 size of a pot. In some embodiments, a secondary player                 may bet on whether there will be a tie. In some                 embodiments, a secondary player may bet on the size of a                 side-pot.         -   2.7.5. Dice Games. In a game of dice, a secondary player may             bet on one roll of the dice. For example, the secondary             player may bet that two dice rolled will total to 12. In a             game of Sic Bo, a player may bet that one of the three dice             rolled will show a 4.     -   2.8. Bet on length of the game. In various embodiments, a         secondary player may bet on the length of a game.         -   2.8.1. Time. A secondary player may bet on the time that a             game will last. A game may be counted to start when a             primary player makes a bet, when a first random event occurs             in a game, when a first card is dealt, when a first roll of             the dice is made, when a first player decision is made, and             so on. A game may be counted to end when a payout is made,             when a player's bet is collected, when a last random outcome             is generated, when objects used in a game are collected             (e.g., when cards are collected), when a payout is             announced), or when a subsequent game starts.         -   2.8.2. Number of cards required. In some embodiments, a             secondary player may bet on the number of cards that will be             dealt in a game. A secondary player may bet on the number of             cards that will be dealt to a particular hand (e.g., to a             player hand in blackjack; e.g., to a dealer hand in             blackjack); or to a particular combination of hands (e.g.,             to the hands of both the player and the dealer; e.g., to             three players in a game of blackjack). A secondary player             may bet on the number of cards that will be dealt as common             cards. For example, regarding a game of Texas Hold'em, the             secondary player may bet that all five common cards will be             dealt. In other words the secondary player may bet that at             least two people will remain in the game until the fifth             common card is dealt.         -   2.8.3. Number of rolls of dice required. In various             embodiments, a secondary player may bet on the number of             rolls of dice that will occur in a game. For example, a             secondary player may bet that there will be seven rolls of             dice in a game of craps. In other words, the secondary             player may bet that the primary player will set a point and             then take six additional rolls to either roll the point             number again or achieve a seven.         -   2.8.4. Number of bonus round levels reached. In various             embodiments, a secondary player may bet on the number of             levels that a primary player will reach in a bonus round,             e.g., in a bonus round of a slot machine game. A bonus round             may have a plurality of separate levels. If a primary player             does well in earlier levels, e.g., by correctly choosing the             location of hidden treasures, the primary player may make it             to later levels. However, if the primary player does poorly             in earlier levels, the primary player may not reach later             levels. Thus, the number of levels reached in a bonus round             may be effectively random. In some embodiments, a secondary             player may bet on the number of spaces a character will             advance on a game board in a bonus round. For example,             regarding a bonus round in a game of Monopoly®, a secondary             player may bet on the number of spaces that a game character             will traverse on the game board. In some embodiments, a             secondary player may bet on the space or spaces on which a             game character will land in a game. For example, a secondary             player may bet that a game character will land on Boardwalk             in a game of Monopoly®.     -   2.9. Bet on a different game within the game. E.g., bet on poker         within blackjack. In some embodiments, a secondary player may         bet on the occurrence of an outcome from a first game, but in         the context of a second game. For example, a secondary player         may bet that a primary player who is involved in a game of         blackjack will receive cards that create a poker hand which is         three-of-a-kind. In a game of Sic-bo, a secondary player may bet         that two of three dice used will form a winning roll in a game         of craps.     -   2.10. Bet on the order in which people will remain in the game.         Various games include multiple primary players. In some         multi-player games, players may be eliminated or may drop out of         the games. For example, in a game of poker, players may drop out         of the game as they fold. In various embodiments, a secondary         player may bet on the manner in which primary players are         eliminated.         -   2.10.1. Who will be the first one out? In various             embodiments, a secondary player may bet on which primary             player will be the first primary player eliminated. A             secondary player may bet on who will be the second primary             player eliminated, the third primary player eliminated, or             who will be the primary player eliminated in any other spot.         -   2.10.2. Who will be the last two standing? In various             embodiments, the secondary player may bet on which primary             player will be the last one remaining. The secondary player             may bet on who will be the second to last primary player             remaining, who will be the third to last remaining, and so             on. The secondary player may bet on who will be the last two             primary players remaining. In various embodiments, the             secondary player may bet on any combination of primary             players and on any combination of places (e.g., last, second             to last) in which primary players are eliminated. The             secondary player may win the bet if the designated             combination of primary players was eliminated in the             designated combination of places. A secondary player may bet             that a particular three primary players will be the last             three remaining, regardless of the order in which they are             eliminated after the final three. In some embodiments, the             secondary player may bet not only that a particular group of             primary players will be the last three remaining, but also             on the order in which the last three will be eliminated             (e.g., players A, B, and C will be the last three, player A             will be the last, and player B will be the second to last             remaining).         -   2.10.3. Who will be the three in after the flop? In various             embodiments, a secondary player may bet on the number of             primary players that will be remaining in a game at a             certain point in the game. For example, a secondary player             may bet on the number of primary players that will be             remaining by the flop in a game of Texas Hold'em poker, or             by fifth street in a game of seven-card stud poker. A             secondary player may bet on how many primary players will be             remaining in a game after X number of cards have been dealt             in the game, regardless of whom the cards have been dealt             to. A secondary player may bet that a particular primary             player will remain in a game at a certain point in the game.             For example, a secondary player may bet that primary player             Joe Smith will be remaining in the game after the flop.         -   2.10.4. Which three people won't bust? In various             embodiments, a secondary player may bet on a combination of             people who will bust in a game of blackjack. For example, a             secondary player may bet that, of a particular group of             three primary players in a game of blackjack, all will bust.             A secondary player may bet that one player will not bust. A             secondary player may bet that of a group of primary players,             none will bust during a game.     -   2.11. Bet on what the primary player himself will do. In some         embodiments, a secondary player may bet on a decision that will         be made by a primary player in a game.         -   2.11.1. The primary player will hit here. In some             embodiments, a secondary player may bet on a decision that a             primary player will make in a game of blackjack. A secondary             player may bet that a primary player will do one or more of             the following: (a) hit; (b) stand; (c) surrender; (d)             split; (e) double down; (f) take insurance.         -   2.11.2. The primary player will draw to the flush. In some             embodiments, a secondary player may bet on a strategy that a             primary player will employ in a game of video poker. The             strategy may be specified with a specification of which             cards a primary player will discard. For example, the             secondary player may specify that the primary player will             discard the first, third, and fourth cards from a starting             hand. In some embodiments, the secondary player may specify             one or more cards that will be discarded while not excluding             the possibility that additional cards might be discarded.             For example, the secondary player may specify that the             primary player will discard the second card in his hand. The             secondary player may then win his bet if the primary player             discards the second card, regardless of other cards that the             primary player might discard. A secondary player may specify             the strategy of a primary player in terms of a goal             attributable to the strategy. For example, the secondary             player might specify that the primary player will “draw to a             flush” or “draw to a straight”.         -   2.11.3. How much will the primary player bet? In some             embodiments, a secondary player may bet on the amount that a             primary player will bet. For example, the secondary player             may bet that a primary player will bet $5 in a slot machine             game. For example, the secondary player may bet that the             primary player will raise by $25 in a game of poker.         -   2.11.4. What bet will the primary player make? In various             embodiments, a secondary player may bet on a particular bet             that a primary player will make in a game. For example, in a             game of craps, there are many possible bets that a primary             player can make, including a pass bet a don't pass bet, an             “any seven” bet, an “any eleven” bet, a “horn bet”, and so             on. The secondary player may bet on which of these, or other             possible bets, the primary player will make.         -   2.11.5. Which pay-lines will the primary player activate? In             various embodiments, a secondary player may bet on whether             or not a primary player will bet on a particular pay-line at             a gaming device. For example, a gaming device may have three             pay-lines. A secondary player may bet that the primary             player will bet on the third pay line.         -   2.11.6. Bet on primary players' heart rate, breathing, and             other bio signatures. In various embodiments, a secondary             player may bet on a vital sign of a primary player. The             secondary player may bet on the heart rate, breathing rate,             blood pressure, skin conductivity, body temperature, pupil             dilation, muscle tension, or any other indicator tied to the             primary player. For example, the secondary player may bet             that the peak heart rate of a primary player will be 120             during a game of poker. For example, a secondary player may             bet that a primary player will take 5 breaths in the next             minute. The secondary player, by betting on the vital signs             of a primary player, may indirectly bet on the stress level             of a game and/or the primary player's response to stressful             stimuli.         -   2.11.7. When will the primary player stop playing? Now?             After five games? In various embodiments, a secondary player             may bet on the length of a playing session of a primary             player. The length may be measured in terms of time, the             number of games played, the number of bets made, the number             of cards dealt during a session, the number of times dice             are rolled, or in terms of any other metric. For example, a             secondary player may bet that a primary player will play             five more games before quitting. For example, a secondary             player may bet that a primary player will play for 40 more             minutes before quitting. A session may be defined as having             ended after: (a) a primary player has stopped playing for X             amount of time; (b) a primary player has left the location             of a game; (c) a primary player has cashed out; (d) a             primary player has exchanged chips for money; (e) a primary             player has run out of money; and so on.         -   2.11.8. What drink will the primary player order? In various             embodiments, a secondary player may bet on a service that             the primary player will receive. A secondary player may bet             on a drink a primary player will order, on the type of food             the primary player will order, on the price of a primary             player's food or drink, on the amount that a primary player             will tip a casino representative, and so on.         -   2.11.9. How many pulls will the primary player complete in             an hour? In various embodiments, a secondary player may bet             on the speed with which a primary player plays. A secondary             player may bet on: (a) the number of handle pulls that a             primary player makes in an hour or in any period of             time; (b) the time between two handle pulls; (c) the time             between the start of two games of blackjack; (d) the time             between the placing of a bet in a game and the time of the             provision of a payout; and so on.         -   2.11.10. Any combination of what primary players will do.             For example, five primary players split. In various             embodiments, a secondary player may bet on any combination             of decisions that will be made by primary players in a game.             For example, a secondary player may bet that at least 3             primary players will split in a game of blackjack; a             secondary player may bet that a particular group of three             primary players will split in a game of blackjack; a             secondary player may bet that exactly three primary players             in a game of blackjack will hit and that exactly one will             split; and so on. Regarding a game of poker, a secondary             player may bet that exactly two primary player will call a             particular bet. In various embodiments, a secondary player             may bet that certain decisions will or will not be made             without regard to who makes the decisions. For example,             regarding a game of poker, a secondary player may bet that             one primary player will bet and that three primary players             will call, without specifying which primary players will be             the ones to bet and call. The secondary player may win his             bet if any primary player bets and if any three primary             players call.     -   2.12. Bet only on the third pay-line. Unlike the primary player,         the secondary player does not have to bet on pay-lines 1 and 2         before betting on pay-line 3. In various embodiments, a         secondary player may bet on an event in isolation on which the         primary player was not allowed to bet in isolation. For example,         the secondary player may bet on only the third pay-line of a         slot machine. However, the primary player may have been required         to bet on the first and second pay-lines at the slot machine         before he could bet on the third pay-line. In a game of craps, a         secondary player may be allowed to make an odds bet even without         making a pass-line bet. Often, a primary player must first make         a pass-line bet before making an odds bet.     -   2.13. Bet on what ad shows on the gaming device. In various         embodiments, a secondary player may bet on an advertisement that         will be displayed on a gaming device. In various embodiments, a         gaming device may display an advertisement. In various         embodiments, a gaming device may display an advertisement         occasionally or periodically. An advertisement may be displayed         at random or according to a schedule that is unknown to the         secondary player. Accordingly, the secondary player may bet on         what advertisement will be shown at a gaming device. For         example, a secondary player may bet that an advertisement for         vitamin water will be displayed on a gaming device. An         advertisement may take the form of text, a still image, a video,         or any other output that serves to promote a product or service,         either directly or indirectly. A secondary player may specify a         bet on an advertisement by specifying the product that will be         promoted. For example, a secondary player may specify that         Triscuit crackers will be advertised. A secondary player may         specify a bet in terms of a general product category, such as         crackers or snack foods. A secondary player may specify a bet on         an advertisement by specifying a brand for a product or a name         of a manufacturer for a product. In some embodiments, a         secondary player may specify a bet on an advertisement through a         multiple choice selection, where the secondary player may         specify from among multiple possible different products to bet         on. In some embodiments, a secondary player may bet on the time         until the next advertisement. In some embodiments, a secondary         player may bet on when the next advertisement for a particular         product will be.     -   2.14. Combine sub-outcomes from several games to form larger         outcomes. In some embodiments, a secondary player may bet on the         outcome of a game which is created synthetically using events         from more than one game. For example, synthetic game may be         created for the secondary player using a first set of cards that         was dealt in a first game for a primary player, and a second set         of cards that was dealt in a second game for the primary player.         As another example, a synthetic game may be created using a         first roll of two dice from a first craps game, and a second         roll of two dice from a second craps game. As another example, a         synthetic slot machine game may be created using the symbol         appearing on reel 1 in a first game, the symbol appearing on         reel 2 in a second game, and the symbol appearing on reel 3 in a         third game. If, for example, all three symbols are “cherry”,         then the secondary player may be paid as if all three cherries         had occurred on the same spin on adjacent reels.     -   2.15. Bet on a machine malfunction, or coin refill. In various         embodiments, a secondary player may bet on the occurrence of a         machine malfunction. For example, a secondary player may bet         that a machine will malfunction within the next hour. In various         embodiments, a secondary player may bet that a gaming device         will need a coin refill. For example, the secondary player may         bet that a gaming device will need a coin refill within the next         10 minutes.

Embodiments described herein with respect to complete games or outcomes may similarly apply to events within a game. For example, just as a secondary player may search for games having particular characteristics, a secondary player may search for events within a game having particular characteristics, or a secondary player may search for games with particular characteristics so as to bet on events within such games. A secondary player may search for particular primary players and bet on events within the games of such primary players.

In some embodiments, a secondary player may seek to view historical or current games. The secondary player may desire to participate in the games. The secondary player may, in some embodiments, perform a search for games which satisfy a first set of criteria. For example a secondary player may search for games which were played by a particular primary player. The search may yield a plurality of games. The games may then be sorted using a second set of criteria. The plurality of games may be sorted according to: (a) the time at which the games were played (e.g., the games may be sorted from the most recently played to the one played the furthest in the past); (b) the amounts won in the games (e.g., the games may be sorted from the game with the highest payout to the game with the lowest payout); (c) the amounts bet on the games; (d) the rankings of hands dealt in the games (e.g., games of poker may be sorted according to the poker ranking of the initial hand; e.g., games of blackjack may be sorted according to the point total of the final hand); (e) the results of the games (e.g., the primary player won; e.g., the dealer won); (f) the initial number rolled on a die in each game of the games; (g) the location in which the games were played (e.g., games may be sorted according to the floor in the casino where the games were played); (h) the name of the gaming devices on which the games were played (e.g., games may be sorted such that the gaming devices on which the games were played are in alphabetical order); (i) the name of the primary players who initially played the games; (j) the number of secondary players who participated in each of the games; and so on.

Any physical game described herein may be implemented electronically in various embodiments. For example, embodiments pertaining to the play of blackjack at a physical card table may pertain as well to a game of blackjack played over an electronic network. For example, a primary player may play blackjack using a video blackjack device. As another example, a primary player may play blackjack over the Internet. A secondary player may bet on the outcomes of the game of the primary player and/or on events within the game of the primary player.

In various embodiments, a secondary player may participate in the game of a primary player, but take the game in a different direction from the direction in which the primary player took the game. For example, the primary player may be involved in a game which requires a decision on the part of the primary player. The primary player may make a first decision in the game. The secondary player, meanwhile, may be participating in the game, but may prefer a different decision from the decision made by the primary player. Thus, the secondary player may have the opportunity to complete the game in a different fashion than does the primary player. For example, the outcome based on which the secondary player is paid may be different from the outcome based on which the primary player is paid. Note that the secondary player may participate in a game after the primary player has participated in the game. Thus, the secondary player may participate in a historical game. The secondary player may, nevertheless, seek to take a different direction in the game than what happened in the original game.

The following is an example of some embodiments. A primary player begins play of a game of blackjack. The primary player is dealt a nine and a three as his initial hand. The dealer shows a two face up. The primary player decides to hit. The primary player is dealt a ten and therefore busts because his point total is now 22. The secondary player, prior to seeing the ten which was dealt to the primary player, decides he would rather stand than hit. At this point, the casino server determines what would have happened had the primary player stood. The casino server may then play the dealer's hand, or at least a simulated version of the dealer's hand. The casino server may reveal the dealer's down card to be a 10, providing the dealer with an initial point total of 12. The casino server may then make a hit decision on behalf of the dealer. The casino server may then deal a 10 to the dealer (the same 10 that had gone to the primary player before). The dealer then busts, and the secondary player wins. Thus, both the primary player and the secondary player have started from the same game. However, the primary player and the secondary player have taken the game in different directions by making different decisions at a juncture in the game. As a result, the primary player has lost but the secondary player has won.

-   3. In various embodiments, a secondary player may replay and/or redo     some aspect of a game of a primary player.     -   3.1. A secondary player may redo a game knowing different         information from what the primary player knew. When facing a         decision in a game, a primary player may have a given amount of         information available to him. For example, in a game of         blackjack, a primary player facing a decision to “hit”, “stand”,         “double down”, “split” or “surrender”, may know his own two         cards and one of the dealer cards. However, the primary player         may not know other potentially valuable information, such as the         dealer's face-down card, or the next card to be dealt at the top         of the deck. In various embodiments, a secondary player         participating in the game of a primary player may have access to         additional information that the primary player does not or did         not have at the time the primary player originally plays or         played the game.         -   3.1.1. Know the cards yet to come. In various embodiments, a             secondary player participating in the game of a primary             player may be presented with information about a card that             was unknown to the primary player at the same juncture in             the game. For example, a secondary player participating in a             game of video poker may be presented with information about             the next card to be dealt in the deck. In various             embodiments, a secondary player may be presented with             information about a card: (a) in the dealer's hand; (b) in             an opponent's hand (e.g., in the hand of an opponent in a             game of Texas Hold'em); (c) in another primary player's hand             (e.g., in the hand of another primary player in a game of             blackjack in embodiments where primary player hands are not             dealt completely face up); (d) that was burned; (e) that             will not be dealt (e.g., a card at the bottom of a deck of             cards may have no chance of being dealt in a game); (f) that             is unlikely to be dealt (e.g., a card that is in the middle             of a deck may be unlikely to be dealt in a game); and so on.             Information about a card may include information about a             suit of the card, and information about a rank of a card.             For example, a secondary player may be told that a card is a             heart, or that a card is not a spade. For example, a             secondary player may be told that a card is a 10-point value             card (e.g., in a game of blackjack). For example, a             secondary player may be told that a card's rank is between             two and six, or that a card is not a seven. In various             embodiments, a secondary player may be told the exact rank             and suit of a card, such as a queen of diamonds.         -   3.1.2. Know the primary player made a losing decision. In             various embodiments, a secondary player may be given             information about the consequences of a primary player's             decision in a game. For example, the secondary player may be             told that the primary player's decision resulted in the             primary player losing a game. For example, if a primary             player in a game of blackjack decided to hit and busted, a             secondary player may be told that the primary player's             decision led to the primary player busting. A secondary             player may be told that a primary player's decision did not             achieve the best possible outcome of a game. Even if a             primary player's decision led to a winning outcome, the             secondary player may still be told that the primary player's             decision did not lead to the best possible outcome. For             example, in a game of video poker, if a primary player drew             three cards and made a three-of-a-kind, the primary player             may have had the potential to draw three cards in a             different way and to make a straight-flush. Thus, the             primary player may not have obtained the best outcome that             he could of. Of course, the primary player may have made the             correct decision from his point of view since he did not             know that he would have been able to successfully draw to             the straight-flush. In various embodiments, a secondary             player may be informed of the relative merits of the primary             player's decision or strategy in relation to other possible             decisions or strategies. For example, regarding a game of             video poker, a secondary player may be told that the primary             player made the second best possible decision in terms of             what outcomes the primary player could have achieved. In             various embodiments, the secondary player may be told the             merits of a primary player's decision or strategy assuming             the primary player had perfect information about what the             results of the various decisions or strategies would be. In             some embodiments, the primary player will not have or have             had perfect information about the consequences of his             decisions, so that pronouncements on the merits of the             primary player's decisions would not necessarily indicate             that the primary player made a bad or wrong decision. In             some embodiments, a secondary player may be provided with an             indication of the merits of a strategy or decision, whether             or not the primary player chose such a decision or strategy.             For example, in some embodiments, a secondary player may be             told that a particular strategy is a good strategy but not             the best possible strategy. For example, a secondary player             may be told that a particular strategy is a losing strategy.             In various embodiments, the casino may have knowledge about             cards that would be unknown to the secondary player in a             game. Thus, the casino may be able to inform the secondary             player based on such knowledge and thereby provide useful             strategy recommendations to the secondary player without             explicitly sharing the knowledge.     -   3.2. A secondary player may redo a game with the same ordering         of a deck of cards, or with a different ordering. In various         embodiments, the consequences of all possible primary player         decisions are determined in advance, e.g., at the beginning of a         game or prior to a decision of a primary player. For example, in         a game of video poker, the shuffling and ordering of a deck of         cards before a game serves to determine the consequences of any         decision the primary player may make in a game. For example, the         shuffling leads to a particular order of the deck such that any         new cards that the primary player may decide to draw can be         determined deterministically by dealing cards from the top of         the deck. In various embodiments, the consequences of all         combinations of primary player decisions in a game may be         determined in advance. For example, in a game of blackjack, the         shuffling of a deck before a game may place the cards to be         dealt to primary players in a deterministic order. Thus, for a         given set of primary player decisions (and given rules dictating         what decisions must be made by the dealer), an outcome of the         game for each set of primary player decisions may be determined         deterministically from the ordering of cards in the deck. In         various embodiments, the symbols that will be revealed on each         reel of slot machine are determined in advance and prior to the         revelation of even a single symbol. For example, the symbol that         will be revealed on the third reel of a slot machine may be         determined even before the symbol on the first reel of the slot         machine is revealed. In various embodiments, the advanced         determination of all possible consequences of a primary player's         decision may or may not also apply to a possible alternate         decision by a secondary player. In various embodiments, the         advanced determination of one or more symbols in a game may or         may not apply to the secondary player prior to the revelation of         the symbols to the primary player or to the secondary player.         -   3.2.1. Same ordering. In various embodiments, the advanced             determination of all possible consequences of a primary             player's decision may apply in the same way to the possible             consequences of a secondary player's decision. In other             words, suppose the primary player is or has played a game,             and the secondary player is participating in the game. At a             given juncture in the game, a particular decision by the             secondary player (e.g., “hit”) will have the same             consequences for the secondary player as the same particular             decision made by the primary player would have for the             primary player. For example, a decision by the secondary             player to “hit” would result in the secondary player being             dealt a four of diamonds. Likewise, a decision by the             primary player to hit would result in the primary player             being dealt the four of diamonds. It should be noted that             for the primary player and the secondary player to             experience the same consequence given the same decision may             mean that the primary and secondary players will experience             the same outcomes or will receive the same symbols or             indicia. The actual payouts received by the primary player             and the secondary player may differ, in some embodiments,             due to differing bets by the primary and secondary players.         -    In various embodiments, a secondary player may decide to             continue a game that has already been started. The secondary             player may decide to join a game, for example, after an             event within the game has been resolved. For example, a             secondary player may decide to join a game after a first             symbol on reel of a slot machine has been revealed, but             before symbols on a second reel or on a third reel have been             revealed. Once the secondary player decides to join the             game, the game may proceed exactly as it had for the primary             player who originally played the game (or exactly as it will             for the primary player currently involved in the game). In             other words, once the secondary player joins the game, the             secondary player may receive the same outcome of the game             that the primary player does or has. This may occur by             virtue of the outcome of the game having been determined in             advance, even before the revelation of the first symbol, for             example.         -   3.2.2. Different ordering. In some embodiments a secondary             player may participate in the game of a primary player, make             all the same decisions as does the primary player, yet             achieve a different result. The consequences of secondary             player decisions may not be the same as the consequences of             primary player decisions. In some embodiments, the             consequences of a secondary player's decisions are             determined after the start of a game. For example, the             consequences of a secondary player's decisions are             determined at the juncture in a game where a secondary             player makes a decision, just prior to when a secondary             player makes a decision, or even after a secondary player             makes a decision. The consequences of possible decisions to             be made by a secondary player may be determined by shuffling             a remaining portion of a deck of cards from which cards will             be dealt in the game in which the secondary player is             participating. For example, suppose a primary player has             been involved in a game of blackjack and has received an             initial two-card hand. The primary player may decide to hit,             and may thereby receive a king of clubs dealt from the top             of the deck. A secondary player may participate in the same             game. The secondary player may also decide to hit after the             initial two-card hand has been dealt. However, prior to the             second player receiving a new card in his hand, the             remaining portion of the deck of cards may be reshuffled.             Thus, the secondary player may receive a different card than             did the primary player, e.g., the secondary player may             receive the five of hearts. Thus, the consequences of the             secondary player's decision to hit will have been determined             only after the secondary player has made his decision, the             determination being made through the reshuffling of the deck             of cards.         -    In embodiments where the secondary player does not make the             same decision as does the primary player, the consequences             of the secondary player's decision may not necessarily be             determined at the beginning of the game. For example, in a             game of video poker, a primary player may decide to discard             the fourth and fifth cards from a starting hand. The             secondary player, who is participating in the same game as             the primary player and therefore has the same starting hand,             may instead decide to discard the first and second cards             from the starting hand. The primary player may be dealt a             ten of diamonds and a queen of clubs. The secondary player             may be dealt a jack of hearts and a nine of hearts. The             secondary player may receive different cards than does the             primary player because the cards to be dealt to the             secondary player after the initial hand may be determined             using a separate randomization process from that used to             determine the cards dealt to the primary player after the             initial hand. For example, after the initial cards in a game             of video poker have been dealt, the remaining cards in the             deck may be reshuffled from the order they had in the deck             used in the game of the primary player. In some embodiments,             the remaining cards in the deck may be reshuffled in both             the game of the primary player and in the game of the             secondary player. The two reshufflings may be different from             one another, however, so that the order of the remaining             cards in the deck for the primary player is different from             the order of the remaining cards in the deck for the             secondary player.         -    In various embodiments, a copy of a game, a deck, or of             other game elements may be used in completing a game of a             secondary player. For example, when a primary player begins             a game, the deck of cards used in the game of the primary             player may be copied. The deck may be copied so that the             order of the cards within the deck is copied as well. The             primary and the secondary player may then play out the             remainder of the game from the two separate copies of the             deck, without interfering with one another. In one             embodiment, both the primary player and the secondary player             start out using the same deck to generate, e.g., an initial             hand. Thereafter, the remaining portion of the deck (e.g.,             the part of the deck that hasn't been dealt yet), is copied.             This part of the deck may then be reshuffled, or it may not             be reshuffled. The secondary player may then play out the             remainder of the game using the copied portion of the deck.             Thus, the secondary player may play out the remaining             portion of the game separately from the primary player             without interfering with the game of the primary player.         -    In various embodiments, a secondary player may participate             in slot machine game. A first symbol from the slot machine             game may be revealed. The secondary player may wish to             continue the game from the point after the first symbol has             been revealed. However, the secondary player may wish to             continue the game in a different fashion from that in which             the primary player has continued the game. In other words,             the secondary player may want the remaining symbols of his             outcome to be generated randomly using a different random             process than that used to generate the remaining symbols for             the primary player. Thus, in some embodiments, the casino             (or the gaming device working on behalf of the casino) may             randomly determine additional symbols to generate and             display for the secondary player, where such symbols need             not necessarily be the same as those generated and displayed             for the primary player. In various embodiments, a casino may             randomly determine a way to generate additional symbols as             follows. A casino may determine all outcomes containing the             one or more symbols that have already been generated. Such             outcomes may be probability weighted so that, for example,             it is understood that some are more likely to occur than             others. The casino may then select from among the             probability weighted outcomes randomly and in proportion to             their weightings. Thus, for example, an outcome with twice             the probability weighting of another outcome would be twice             as likely to be selected.     -   3.3. A secondary player may redo the game after the fact. In         various embodiments, a secondary player may replay a game from a         certain juncture after the game has already been completed. For         example, one hour after a game of video poker has been         completed, a secondary player may replay the game starting after         the initial hand has been dealt but before any decision has been         made as to which cards to discard. As described above, a         secondary player may replay a game with different outcomes or         consequences than those experienced by the primary player, even         if the secondary player and the primary player made the same         decisions in the game. This is because the replayed game may be         replayed with a different randomization process used than was         used for the original game.         -   3.3.1. Replay a live game. In various embodiments, a             secondary player may replay a game that was originally             played with multiple primary players. For example, the             secondary player may replay a game of Texas Hold'em poker in             which there were originally 9 primary players. The secondary             player may wish to play the hand of one of the 9 players.             -   3.3.1.1. The casino uses AI. In various embodiments, in                 order for the secondary player to have the opportunity                 to replay a multi-player game, other entities may take                 the positions of primary players other than the player                 who the secondary player has replaced. Thus, in some                 embodiments, the casino may use computer algorithms to                 take the place of the other primary players. The                 computer algorithms may be programmed to make decisions                 in a game, such as in a game of poker. For example, the                 computer algorithms may include a set of rules detailing                 what actions to take for any given game situation. When                 replaying the game, the secondary player may thus play                 against one or more computer algorithms. In some                 embodiments, the casino may disclose to the secondary                 player one or more attributes of a computer algorithm                 used in a multi-player game. The casino may disclose the                 rules used by the computer algorithm. The casino may                 disclose a personality of the algorithm, such as                 “aggressive” or “tight”. In various embodiments, the                 casino may be required to disclose one or more                 attributes of a computer algorithm. The requirements may                 come from casino regulators, for example.             -   3.3.1.2. Secondary player plays against other secondary                 players. In various embodiments, if a first secondary                 player replays a game involving multiple primary                 players, the positions of other primary player may be                 filled with other secondary players. Thus, in some                 embodiments, the first secondary player may replay a                 game against other secondary players. In some                 embodiments, a first secondary player may replay a game                 against one or more other secondary players and against                 one or more computer algorithms.             -   3.3.1.3. Other players are not opponents. In some                 embodiments, a secondary player may replay a game that                 included multiple primary players. However, the primary                 players may not have been opponents of one another. For                 example, a secondary player may replay a game of                 blackjack from a live table game which originally                 included 6 primary players. The primary players were not                 opponents, but rather were competing against the casino.                 When the secondary player replays the game, the                 secondary player may wish for positions of the other                 primary players at the game to be filled as well. Thus,                 in some embodiments, computer algorithms may fill the                 places of other primary players. In some embodiments,                 other secondary players may fill the places of other                 primary players.     -   3.4. A secondary player may make a different decision in real         time and diverge into a different game. In various embodiments,         a secondary player may participate in a game that is currently         being played by a primary player. Thus, the secondary player may         participate in a game of a primary player in real time. However,         at a particular point in a game, the secondary player may wish         to diverge from the course of the primary player. For example,         the secondary player may wish to make a different decision in         the game than does the primary player. In some embodiments, the         secondary player may not know which decision the primary player         will make. However, the secondary player may wish to make his         own decision anyway, even if it turns out that the decision of         the secondary player will be the same as the decision of the         primary player. Once the games of both the primary player and         the secondary player have finished, the secondary player may         rejoin the primary player for the next game. In other words, the         secondary player and the primary player in the next game may         receive the same symbols, indicia, or other event resolutions.         If the primary player finishes his game before the secondary         player does, the primary player may be delayed by the casino         until the secondary player has an opportunity to bet on the next         game.     -   3.5. Searching for games with certain characteristics. In         various embodiments, a secondary player may search for games         with particular characteristics. As described elsewhere herein,         a secondary player may search for the games of a particular         primary player, for games played at a particular gaming device,         for games played at a particular time of day, for games played         at a particular casino, for games played right before a big win,         and so on. However, the secondary player may also search for         games which would give the secondary player an opportunity to         proceed from a certain starting point in a beneficial fashion.         Once the secondary player finds a game in a search, the         secondary player may have the opportunity to play out the game         from a certain point in the game, such as from a decision point         in the game.         -   3.5.1. The wrong decision was made. In some embodiments, a             secondary player may search for a game in which a primary             player made a decision that met or failed to meet one or             more criteria. A secondary player may search for a game in             which the primary player: (a) did not make a decision which             generated the highest expected winnings for the primary             player; (b) did not make a decision which made the primary             player eligible for the highest paying outcome that the             primary player could have been eligible for; (c) did not             make a decision that followed a generally recommended             strategy (e.g., the primary player did not make a decision             in blackjack that followed basic strategy); (d) did not make             a decision that followed a strategy of interest to the             secondary player; and so on. For example, a secondary player             may search for a game of blackjack in which the primary             player has a point total of 13 with no aces, in which the             dealer shows a 3 up-card, and in which the primary player             chose to stand. The secondary player may choose to search             for such games because, under various rules, the basic             strategy recommendation would be to hit. Thus the secondary             player will have searched for a game in which the primary             player has not made the correct decision according to the             recommendations of basic strategy.         -   3.5.2. There is a certain starting hand. In various             embodiments, a secondary player may search for a game of a             primary player in which there was a particular starting hand             or in which there was a particular category of starting             hand. For example, a secondary player may search for a game             of a primary player which was a game of video poker and             which included an initial hand with exactly four hearts in             it. A secondary player may search for a video poker game in             which the primary player has an initial hand with a pair of             jacks. A secondary player may search for a video poker game             in which the primary player has an initial hand which             includes the ace of spades, king of spades, queen of spades,             jack of spades, and the four of hearts. A secondary player             may search for a game of blackjack in which the primary             player had a particular point total, such as 11. A secondary             player may search for a game of blackjack in which the             primary player had a first point total or a first             combination of cards, and in which the dealer showed a             second card. For example, the primary player had a point             total of 14 and the dealer showed a 4. A secondary player             may search for a game of blackjack in which the primary             player had already hit twice and still had a point total of             less than 14. In various embodiments, a secondary player may             search for a game in which one or more symbols occurred at a             slot machine. In replaying the game, the secondary player             may have the opportunity to obtain additional symbols where             such symbols differ from the ones obtained by the primary             player in the same game.         -   3.5.3. A primary player had a near miss. In various             embodiments, the secondary player may search for games in             which the primary player had a near miss. The secondary             player may search for games in which: (a) an outcome             obtained by the primary player differed by X or fewer             symbols from a high-paying outcome (e.g., there was only one             symbol different between the outcome achieved by the primary             player and a jackpot outcome); (b) a primary player had four             cards to a royal flush in video poker but did not obtain the             fifth card; (c) an outcome obtained by a primary player             differed by one symbol from a jackpot outcome, and the             symbol necessary for the jackpot outcome was just one             position removed on a reel from the pay-line; and so on. A             secondary player may keep the symbols of an outcome from a             game of a primary player that would contribute to a             high-paying outcome, and may have any additional symbols             regenerated in an attempt to obtain all the symbols             necessary for obtaining the high-paying outcome.     -   3.6. Adjust the odds of a game based on what situation the         secondary player is starting from. In various embodiments, a         secondary player who begins play from the middle of a game, or         who begins play in a game after finding out any information         about a possible final outcome of the game, may have different         probabilities of achieving a given final outcome from what any         player would have had at the start of a game. For example, if a         secondary player starts a game of video poker at the midpoint         after an initial hand with four cards to the royal flush has         been dealt, the secondary player will have a greater chance of         achieving the royal flush than if the secondary player were         starting the game from the beginning. As described herein, a         house advantage may be derived from the products of payout         ratios and probabilities corresponding to outcomes. Thus, in         some embodiments, if the probabilities of paying outcomes go up,         then the payout ratios associated with such outcomes must go         down in order to maintain a constant house advantage, or in         order to maintain any house advantage at all. Thus, in some         embodiments, the payout ratios associated with an outcome may         change when a secondary player begins a game after some         information has been revealed in the game. For example, a payout         ratio for a royal flush may be 500 for a game of video poker in         which a player starts from the beginning. However, if a player         starts the game with an initial hand that contains the ace of         spades, king of spades, queen of spades, jack of spades, and 3         of hearts, then the payout ratio for the royal flush may be set         to 25 rather than 500. In various embodiments, payout ratios for         outcomes may be adjusted for a game started in the middle so         that the house advantage for the game started in the middle is         the same (or nearly the same) as for the same game started from         the beginning. For example, suppose the house edge on a game of         video poker is 2% with perfect play. If a secondary player is         allowed to start in the middle of a game (e.g., after an initial         hand of poker is dealt), then payout ratios for one or more         outcomes may be adjusted so that the house advantage over the         secondary player is still approximately 2% (e.g, between 1% and         3%). As will be appreciated, the payout ratio for a game may be         adjusted in several ways, any of which are contemplated in         various embodiments. In various embodiments, a payout ratio may         be changed by changing a required bet from a secondary player         while maintaining constant payouts on outcomes. In various         embodiments, a payout ratio may be changed by changing the         payouts for one or more outcomes while maintaining the same         required bet amount. In various embodiments, a payout ratio may         be changed by changing both the payouts for one or more         outcomes, and the amount of a required bet.         -   3.6.1. Odds adjustments in a game of Hold'em. In various             embodiments, a secondary player may wish to participate in a             game that involves multiple primary players. The secondary             player may wish to take the place of a first primary player             in the game and to make one or more decisions in the game             going forward from a particular point. However,             probabilities for possible outcomes of a multi-player game             may not be readily quantifiable since the outcomes may             depend on the actions of human beings, each with their own             independent wills. As such, it may be difficult for the             casino to set a payout ratio for a secondary player who is             joining in the middle of a multi-player game. Further, the             secondary player will not necessarily be interacting with             the other primary players in the game (e.g., the primary             players in the game other than the primary player whose             place the secondary player has taken), since the game may             have been played in the past, or since the primary player             whose place the secondary player will be filling may still             be in the real game. Thus, the secondary player may complete             the remainder of the game against computer algorithms which             fill in for other primary players. The secondary player may             complete the remainder of the game against other secondary             players who fill in for other primary players.             -   3.6.1.1. Assume all players will stay in and then                 decide? In some embodiments, a probability that a                 secondary player wins a game may be derived or estimated                 based on an assumption that all other players in a game                 (e.g., all algorithms filling in for primary players;                 e.g., all secondary players filling in for primary                 players) remain in the game. In other words, there may                 be an assumption that no player folds after the point at                 which the secondary player has joined the game. Based on                 an assumption that no further player will fold in a                 game, the probability that a secondary player will win                 can be derived in a straightforward fashion. In one                 embodiment, all possible combinations of additional                 cards to be dealt can be tested. For example, in a game                 of Texas Hold'em in which the flop has been dealt                 already, all possible combinations of turn and river                 cards may be tested. The proportion of the combinations                 that lead to a win for the secondary player may then be                 used to determine the probability that the secondary                 player will win. In some embodiments, a large number of                 deals of additional cards in the game may be simulated                 in order to determine the proportion of such simulations                 which the secondary player wins. Such a proportion may                 be used to estimate the probability that the secondary                 player will win. It will be appreciated that a                 probability that the secondary player will tie may be                 determined in a similar fashion to the way a probability                 of winning may be determined. For example, all possible                 combinations of additional cards to be dealt may be                 tested, and the proportion of such combinations which                 lead to a tie may be used to estimate the probability                 that the secondary player will tie.             -   3.6.1.2. Do a simulation with good AI players? In some                 embodiments, a probability that a secondary player will                 win in a multi-player game may be determined using a                 simulation in which computer algorithms fill in for each                 of the primary players in the original game. For                 example, 1000 simulated games may be run using computer                 algorithms filling in for each of the primary players.                 The proportion of the time that the computer algorithm                 wins while filling in at the position desired to be                 played by the secondary player may be used to determine                 the probability that the secondary player will win. In                 some embodiments, the average amount won or lost by the                 computer algorithm filling in at the position desired to                 be played by the secondary player may be used to                 estimate an expected amount that will be won or lost by                 the secondary player in the game. In various                 embodiments, once a probability that a secondary player                 will win and/or tie in a game is determined, a payout                 ratio for the game may be determined. In various                 embodiments, once an expected amount that a secondary                 player will win or lose is determined, a required bet                 amount for the secondary player may be determined. A                 payout ratio or required bet amount may be determined                 for any manner in which a secondary player completes a                 game from the point or juncture at which the secondary                 player joins. For example, a payout ratio or required                 bet amount may be determined whether a secondary player                 completes a game against other secondary players,                 whether a secondary player completes a game against                 computer algorithms, or whether the secondary player                 completes a game against any combination of the two.     -   3.7. If a secondary player does diverge in time, then there may         be some catch-up, or the secondary player may skip to the         current outcome. For example, the secondary player may be busy         on a bonus round while the primary player goes off playing more         games. In various embodiments, a secondary player may complete a         game in a different manner from the way in which a primary         player completes the game. For example, a secondary player may         be participating in real time in a game of a primary player. At         some point in the game, the primary player may make a first         decision and the secondary player may make a second decision. As         a result of the different decisions, or for any other reason,         the game of the secondary player may last longer than does the         game of the primary player. For example, in a game of blackjack,         a decision to “hit” by a primary player may lead to the primary         player busting, and thereby to an immediate end to the game of         the primary player. On the other hand, a decision to “stand” by         the secondary player may cause the dealer in the game of the         secondary player to make one or more decisions, thereby         prolonging the game of the secondary player. If the game of a         secondary player lasts longer than the game of a primary player         in whose games the secondary player has been participating, then         the primary player may on occasion begin a new game before the         secondary player has completed an old game.         -   3.7.1. The secondary player sits out the next game and joins             a future game. In some embodiments, if a primary player             begins a new game before a secondary player has completed a             prior game he started with the primary player, then the             secondary player may sit out the new game. The secondary             player may sit out any number of new games until the old             game of the secondary player has finished. The secondary             player may then join in the next game to be started by the             primary player.         -   3.7.2. The secondary player gets involved in two games             simultaneously. In some embodiments, even if a secondary             player has not completed a prior game, the secondary player             may still participate in a new game of a primary player. For             example, the secondary player may follow the progress of his             old and new games using a split-screen view on his terminal.             As will be appreciated, the secondary player may be involved             in more than one old game even as a new game is started. The             secondary player may potentially view the progress of one or             more old games along with the new game.         -   3.7.3. The old game is finished quickly. In various             embodiments, once when a primary player finishes a first             game and/or begins a second game, the older game of the             secondary player (e.g., the offshoot from the first game of             the primary player) may be sped up. For example, the casino             may cause outcomes to be generated or displayed more rapidly             or instantaneously. For example, rather than showing             renditions of cards being dealt, the house may show cards             appearing instantly in the hand of the secondary player. In             various embodiments, the house may make decisions for the             secondary player automatically. For example, the house may             make decisions for the secondary player according to one or             more strategies, such as according to optimal strategy or             according to basic strategy.         -   3.7.4. The games of the primary player are stored and the             secondary player can participate in the games later on. In             various embodiments, a secondary player who is still             involved in an older game may not immediately participate in             a new game of a primary player. However, data about the new             game may be stored by the casino. The secondary player may             then, at a later time, choose to participate in the game.             The casino may store a record of which games of the primary             player the secondary player missed and may then give the             secondary player the option of participating in such games.         -   3.7.5. The secondary player gets the EV of a game. In             various embodiments, a secondary player may not complete a             game in the standard fashion, but may rather receive a             settlement payment. The settlement payment may be based on             an average amount that the secondary player might have             expected to win had he completed the game. In various             embodiments, a secondary player may be involved in a bonus             round (e.g., the bonus round of a slot machine game). The             secondary player, rather than playing out the bonus round,             may receive a settlement amount for the bonus round. The             secondary player may thereby save the time of playing             through the entire bonus round, and may therefore be able to             participate in a new game that the primary player would             otherwise have started without the secondary player's             participation.     -   3.8. The secondary player may bet different pay-lines. In         various embodiments, a secondary player may choose to bet on         different pay-lines from those on which the primary player bet         or bets. For example, the primary player may bet a first         pay-line and a second pay-line at a slot machine while a         secondary player bets only the first pay-line. For example, a         primary player may bet a first pay-line at a slot machine while         a secondary player bets a first pay-line and a second pay-line.         For example, a primary player may bet a first and second         pay-line while a secondary player bets a second and third         pay-line. For example, a primary player may bet a first pay-line         while a secondary player bets a second pay-line at a slot         machine.     -   3.9. The secondary player may bet different amounts than did the         primary player. For example, the secondary player may bet the         full three coins rather than just one. In various embodiments, a         secondary player may bet a different amount than does a primary         player. For example, in a game of poker, such as in a         multiplayer game of Texas Hold'em, a secondary player may decide         he would rather raise by $20 instead of the $10 raise made by a         primary player. Accordingly, the secondary player may play out         the remainder of the game, taking the position of the primary         player, and playing against computer algorithms taking the place         of other primary players. In various embodiments, a primary         player may bet a first amount at the start of the game, while         the secondary player may bet a second amount on the same game.

Embodiments described herein, where applicable may be performed based on games played electronically as well as based on games played using physical tokens, devices, instruments, tables, etc. In various embodiments, a primary player may play a game using physical tokens (e.g., physical cards and chips), while a secondary player may participate in the game and view an electronic version of the game. In some embodiments, a primary player may play an electronic version of a game and a secondary player may participate in the game via an electronic version of the game. In some embodiments, primary player may play a physical version of a game and a secondary player may participate in the game using physical tokens. For example, when a secondary player makes a decision in a game that is different from the decision made by the primary player, the a deck of cards used in the primary player's game may be duplicated by taking another physical deck of cards and putting the cards in the same order as are the cards in the deck used in the game of the primary player.

-   4. Aggregate and display all data from across the casino. Allow     people to make bets accordingly. For example, show all the reds and     the blacks across all the roulette games. This might then influence     how people bet in the future on red and black. Cumulative wins and     losses in blackjack can be displayed. For instance, players have won     500 hands and lost 510. In various embodiments, data about two or     more games at a casino may be gathered. The data about two or more     games may be combined or aggregated. In some embodiments, a single     statistic may be used to describe data about two or more games. In     some embodiments, more than one statistic may be used to describe     data about two or more games. In some embodiments, statistics used     to describe data about two or more games may represent a compression     or condensation of the data. Statistics may represent a way to allow     a human being, such as a secondary player, to gain an understanding     about large amounts of data about games. Exemplary statistics may     indicate an average amount won in a set of games, a prevalence of a     particular outcome in a set of games, an excess occurrence of a     first outcome over a second outcome in a set of games, and so on.     Statistics may be presented to players. For example, a prominent     display screen at a casino may indicate the total number of     occurrences of “red” in roulette in the entire casino during the     last 10 minutes. Data about games may be presented to a player in     many different forms. Data may also be presented to a casino     representative, such as a casino employee. Data may also be     presented to a regulator, such as a gaming regulator. Data may be     presented in graphical form. For example, a bar graph may show the     number of “red” outcomes, the number of “black” outcomes and the     number of “green” outcomes in roulette as three separate bars on a     graph. Data may be presented in the form of highlights or fast     action replays. For example, video footage of outcomes may be shown     sped up to 10 times the original speed. Data about games may aid     players in deciding which bets to make in the future. For example, a     player may believe that a “red” outcome is likely to follow a long     string of “black” outcomes. Accordingly, the player may be     interested in viewing data or summary statistics about games of     roulette.     -   4.1. Types of data. In various embodiments, many types of data         may be gathered, generated, recorded, displayed, presented         and/or stored. Data about different games may be gathered. Data         about different players may be gathered. Data about gaming         devices may be gathered. Data about casinos may be gathered.         -   4.1.1. Number of times primary players have won/lost. For an             individual game, win, loss, or tie data may be gathered. A             game may be considered a win for a primary player if the             primary player receives any positive payout and/or if the             primary player receives a payout that is greater than the             amount he bet on the game. A game may be considered a win if             a primary player receives more than an average amount that             would typically be paid in a game. Other criteria may be             used in considering whether a game is a win or not. For             example, if the particular rules of a game indicate that a             primary player is a winner, the game may be considered a win             for the primary player. For example, in a game of blackjack,             a primary player may be considered the winner if the point             total of his hand is 21 or less, and if the dealer has             busted or has a point total less than that of the primary             player. A game may be considered a tie if a primary player             receives a payout that is equal to the amount he bet on the             game. A game may be considered a tie if a primary player             neither wins nor loses money in a game. A game may be             considered a tie if the rules of the game indicate that the             game is a tie. A game may be considered a loss if a primary             player receives no payout for the game. A game may be             considered a loss if a primary player receives a payout that             is less than the amount he bet on the game. A game may be             considered a loss if a primary player receives less than an             average amount that is typically paid in a game. A game may             be considered a loss if it is not considered a win or a tie.         -    In some embodiments, each pay line within a game may be             considered separately. For example, a primary player may bet             1 coin and win 3 coins on a first pay line. The primary             player may bet 1 coin and win 0 coins on a second pay line.             In this example, the results of the bet on the first pay             line may be considered a winning game, while the results of             the bet on the second pay line may be considered a losing             game. Thus, in some embodiments, the placing of a bet, the             generation of an outcome, and the collecting of winnings for             a given pay line may be considered a complete and separate             game, even if multiple pay lines were enabled for a given             spin of a slot machine. In some embodiments, each hand of             video poker played may be considered a separate game. For             example, if a primary player plays 3 hands of video poker at             a time, the three hands of video poker may be considered             separate games. In some embodiments, even if 3 hands of             video poker each include the same starting hand (e.g., the             initial five cards are the same for each hand), the hands             may still be considered to be separate games. In some             embodiments, each bet made is considered to define a             separate game. For example, a bet on a first pay-line of a             slot machine may define a different game from a bet on a             second pay-line for the slot machine. In some embodiments,             two bets are considered to constitute separate games if the             payouts from the bets are not perfectly correlated. For             example, if the payout stemming from a second bet cannot be             determined with certainty even knowing the payout stemming             from a first bet, then the two bets may be considered to             define separate games. In some embodiments, two bets made at             a craps table may be considered to define separate games             even if payouts for both bets are dependent on the same roll             or rolls of the dice. For example, a pass bet may be             considered to define a different game from a hard way bet.         -    Win, loss, and tie data may be aggregated over two or more             games. The aggregated data may be stored and/or presented as             a statistic, as a graph, or in any other fashion. In some             embodiments, a statistic may indicate the number of games             won by one or more primary players over the last X games             (e.g., over the last 100 games). In some embodiments a             statistic may indicate the number of games lost by one or             more primary players over the last X games (e.g., over the             last 100 games). In some embodiments, a statistic may             indicate the number of games tied. In some embodiments, a             statistic may indicate the difference between the number of             games won and the number of game lost by one or more players             over the last X games. For example, a value of a statistic             at −7 may indicate that over the last 100 games, a set of             primary players has lost seven more games than they have             won. As will be appreciated, data may be aggregated over any             number of games, such as the last 100, the last 1000, all             the games of the day, all the games of a year, etc. As used             herein, the term “last” need not necessarily reference the             present time. For example, a statistic that describes the             number of primary player wins over the “last” 100 games may             describe the number of primary player wins out of 100 games             leading up to some point in the past. Thus, the term “last”             may be used with reference to the point in the past. The             point in the past may be, for example, the time during which             a statistic was created. In various embodiments, data may be             aggregated for a single primary player. For example, a             statistic may indicate the number of games won by a             particular primary player during the past three days. In             some embodiments, data may be aggregated over multiple             primary players. For example, a statistic may indicate the             number of games won in the last hour by all primary players             at a particular blackjack table. In various embodiments,             data may be aggregated for games meeting one or more             criteria. For example, win/loss/tie data may be aggregated             for games meeting one or more criteria. Such criteria may             include: (a) the games were played during a particular             period of time; (b) the games were played most recently; (c)             the games were played by a particular primary player; (d)             the games were played by one of a set of primary             players; (e) the games were played by any primary player             having a particular characteristic (e.g., the games were             played by any primary player who is a small business             owner); (f) the games were played at a particular gaming             device; (g) the games were played in a particular area of a             casino; (h) the games were played in a particular             casino; (i) the games were of a particular type (e.g., slot             machine; e.g., video poker; e.g., Addam's Family slot             machine); (j) the games had a certain minimum bet required             (e.g., the games required a $1 minimum bet); (k) the games             each had a bet of a particular amount placed on them (e.g.,             the games all had bets of $0.25 placed on them); and so on.         -   4.1.2. Amounts of money won/lost. For an individual game,             data may be gathered for the amount of money won or lost by             a player. For an individual game, data may be gathered for             the amount of money won or lost by the house. For example,             in a game with multiple primary players against the house,             the winnings of a given player are not necessarily the             inverse of the winnings for the house. Data may be gathered             in relation to gross winnings. In other words, data may be             gathered for winnings without regard to any amounts paid by             the player, e.g., in the form of a bet. For example, if a             primary player inserts $1 into a slot machine as a bet and             receives a payout of $5, the primary player has gross             winnings of $5. Data may be gathered in relation to net             winnings. In other words, data may be gathered for winnings             after accounting for amounts paid by the primary player. In             the prior example, after having bet $1 and receiving a             payout of $5, the primary player may have net winnings of             $4. In a similar fashion, data may be gathered for gross and             net winnings of a casino. Data related to winnings and             losses may be aggregated over multiple games. A statistic             may describe the gross winnings of one or more primary             players over multiple games. For example, a statistic may             take the value of $83, indicating that a primary player has             received payouts totaling $83 during the last 100 games. A             statistic may describe the net winnings of one or more             primary players over multiple games. For example, a             statistic may take the value of −$17, indicating that a             primary player has paid $17 more in bets than he has             received in winnings over the last 100 games. A statistic             may describe the winnings and losses of multiple primary             players. For example, a statistic may take the value of $25,             indicating that a group of 20 primary players who have             played blackjack have average net winnings of $25 over the             last hour. In some embodiments, data about winnings and             losses may be displayed graphically. For example, the size             of a primary player's bankroll may be graphed over time. As             the primary player wins, the graph may move upwards. As the             primary player loses, the graph may move downwards. The             primary player's bankroll may start at an arbitrary value,             such as zero, or at a value equal to the amount for which             the primary player has bought in to a game.         -   4.1.3. Number of hands/games played. In some embodiments,             data may be gathered describing the number of games played.             For each game played, a statistic may be incremented. The             statistic may be a simple counter of the number of games             played. In some embodiments, a statistic may keep track of             the number of games played over a particular period of time.             Thus, for every game played, an associated time may be             stored, e.g., in a database of the casino server. Once a             game has been played more than X hours in the past, the             statistic may be decremented by one to reflect that the game             was no longer played in the last X hours, which are the             hours covered by the statistic. Data about the number of             games played may be aggregated over multiple players. For             example, a statistic may describe the number of games played             by all roulette players in a casino over the last 20             minutes. In some embodiments, data about the number of hands             played may be kept. In some embodiments, data about the             number of pay-lines may be kept. In some embodiments, data             about the number of outcomes generated or received may be             kept. For example, a statistic may track the number of             outcomes generated for a player at a slot machine, with each             pay-line enabled counting as a separate outcome.         -   4.1.4. Number of a particular outcome obtained. For example,             number of jackpots, number of payouts over X, etc, number of             cherry-cherry-cherry outcomes, etc. For an individual game,             outcome data may be recorded. Outcome data may include data             describing what symbols were generated for a game. Outcome             data may include data describing what symbols were used in             determining a payout for a player. An outcome may include a             set of symbols, such as “cherry-cherry-cherry” or             “bar-bell-lemon”. Outcome data may include a payout amount.             For example, a payout of $1 may be an outcome. Outcome data             may include a point total. For example, in a game of             blackjack, an outcome may be that the player received 21             points. Outcome data may include a point total for a dealer             and/or for an opposing primary player. In a game of             blackjack, outcome data may include data describing the             point total of the dealer. In a game of poker, outcome data             may include data describing the hands of other primary             players against whom a primary player of interest is             competing. Outcome data may further include data describing             one or more common symbols. For example, in a game of Texas             Hold'em, outcome data may include data about what cards were             dealt on the flop, turn and/or the river. Outcome data may             include the results of rolls of the dice. For example,             outcome data may describe the numerical total of rolls of             the dice in a game of craps. In a game of roulette, outcome             data may include data describing the number that came up             when the wheel was spun. In various embodiments, outcome             data may be aggregated over a plurality of games. The games             may include the games of one or more primary players. In             some embodiments, a statistic may describe the number of             times a particular outcome has occurred. For example, a             statistic may describe the number of times the outcome             “cherry-cherry-cherry” has occurred. For example, a             statistic may describe the number of times “black” has             occurred at a roulette wheel. A statistic may also describe             the number of times an outcome has occurred per unit time or             per game. For example, a statistic may take the value of 48,             indicating that a roulette wheel has generated a “red”             outcome 48 times in the last 100 spins. In some embodiments,             a statistic may express the occurrence of an outcome per             spin in terms of a percentage. For example, a statistic may             indicate that an outcome of “flush” or better has occurred             in 4% of the last 1000 games in a game of video poker. In             various embodiments, data about outcomes may be aggregated             over multiple primary players. For example, a statistic may             describe that a group of primary players has obtained 100             blackjacks during the last hour, or out of the last 2000             hands played by primary players in the group. In various             embodiments, data about outcomes may be aggregated over             multiple tables, gaming devices, or other outcome             generators. For example, a statistic may indicate that, at a             group of gaming devices, 3 jackpot outcomes have occurred in             the last month. For example, regarding a group of 5 roulette             tables in a casino, a statistic may indicate that the number             12 has come up 5 times in the last hour. In various             embodiments, a statistic may indicate a comparison between             the number of occurrences of a first outcome and the number             of occurrences of a second outcome. For example, a statistic             may indicate a difference in the number of occurrences of             straights versus flushes in a game of video poker over a             given period of time. For instance, a value of a statistic             of 10 may indicate that 10 more straights than flushes have             occurred in the past hour at a group of video poker             machines.         -   4.1.5. Number of a particular symbol obtained. For an             individual game, data may be obtained regarding what symbols             occurred during the game. For example data may be obtained             that an ace of spades, jack of hearts, king of diamonds,             queen of clubs, and seven of hearts was obtained as an             initial hand in a game of video poker. For example, data may             be obtained that a “cherry” symbol was obtained in a reel             slot machine game. In various embodiments, such data may be             aggregated, such as over multiple games, over multiple             primary players, and/or over multiple gaming devices. For             example, a statistic may describe the number of times an ace             of spades has been dealt at a video poker machine in the             past hour. For example, a statistic may describe the number             of times any player from California in a casino has obtained             a red card in any game of cards in the past 20 minutes. For             example, a statistic may describe the number of times a bell             symbol has been generated at any slot machine in a bank of             slot machines in the last day. For example, a statistic may             describe the number of times a six has been rolled in a game             of craps. In various embodiments, a statistic may indicate a             comparison between the number of times a first symbol has             occurred and the number of times a second symbol has             occurred. For example, a statistic may indicate that a             “lemon” symbol has occurred X more times than has a “plum”             symbol in a given period of time. In various embodiments,             positional data may be obtained. Positional data may include             data describing the position of a symbol within an outcome,             within a display area, or within any other area. In various             embodiments, positional data may include data about whether             a symbol was the leftmost symbol in an outcome, the middle             symbol in an outcome, or the rightmost symbol in an outcome,             e.g., as displayed in the viewing window of a gaming device.             For example, in the outcome “lemon-bell-bar”, the “lemon”             symbol may be considered to be in the first position, the             “bell” symbol in the second position, and the “bar” symbol             in the third position. In various embodiments, data about a             symbol may be recorded even if the symbol does not form part             of an outcome. For example, data about a symbol may be             recorded even if the symbol does not contribute to the             determination of a payout for a player. For example, a             viewing window of a slot machine may show a grid of 3 by 5             symbols, whereby each of 5 reels has 3 symbols visible. The             player of the slot machine may have enabled only one             pay-line so that only the symbol visible in the middle of             each reel is applicable to the payout determined for the             player. Nevertheless, data indicative of the other symbols             may still be recorded. For example, the fact that a “dog”             symbol was visible at the top of the first reel may be             recorded even if the “dog” symbol did not contribute to the             payout determined for the primary player. In various             embodiments, data about symbols that were not visible may             also be obtained and/or recorded. For example, data about             symbols that occurred one position above a viewing window on             a reel may be recorded. Such symbols may not have been             visible to a primary player at the conclusion of a game.             However, such symbols may still have been present on a reel,             e.g., in the form of a printed graphic or in the form of             data in the memory of a gaming device describing the             composition of a virtual or electronic reel. For example, a             gaming device may maintain a data structure describing all             the symbols on a reel, even if there is no physical             embodiment of the reel. Thus, although not all of the             symbols on the reel are displayed at one time (e.g., on the             display screen of the gaming device), the positions of all             symbols relative to the displays screen (e.g., the viewing             window) of the gaming device may be known to the gaming             device. In various embodiments, data about positional             information may be aggregated. Data may be aggregated, for             example, over multiple games, over multiple primary players,             over multiple gaming devices, over multiple locations, over             multiple time periods, and so on. For example, a statistic             may indicate the number of times that a cherry symbol has             occurred in the second position of an outcome at a             particular gaming device in the last hour. For example, a             statistic may indicate the number of times that the third             card in an initial hand of video poker has been a jack for a             group of primary players in the last hour. In various             embodiments, a statistic may indicate the number of times             that a “Yosemite Sam” symbol has occurred in the upper right             hand corner of a viewing window of a gaming device in the             last hour. In various embodiments, data about a             chronological order in which symbols occur may be obtained             and/or stored. In a game of cards, data about which card was             dealt first, which card was dealt second, and so on, may be             kept. A statistic may describe the number of times a             particular symbol appeared in a particular chronological             order. For example, a statistic may describe the number of             times that an ace was the tenth card dealt in a table game             of blackjack over the last two hours.         -   4.1.6. Data about the ordering of a deck, order of symbols             on a reel. In various embodiments, data may be obtained             about the order of cards in a deck. For each card in a deck,             a position may be recorded. For example, a position of the             two of clubs may be recorded as “10”, indicating that the             tenth card from the top of a deck was the two of clubs. Data             about the position of a card in a deck may be obtained or             stored even if such card never appeared in a game. For             example, regarding a game of video poker, the rank and suit             of the card at the bottom of the deck may be recorded, even             though the card may have no chance of being dealt in the             game of video poker. In various embodiments, data may be             obtained or recorded about the order of symbols on a reel of             a gaming device. For example, from an arbitrary location on             a reel, each symbol on the reel may be attributed to a             different position. For example, a “lemon” symbol is in the             first position. An adjacent “cherry” symbol is in the second             position. An adjacent “plum” symbol is in the third             position, and so on. In various embodiments, data about the             order of symbols may be aggregated. For example, a statistic             may indicate the number of times that the jack of hearts has             been in the fifth position of a deck of cards in that last             200 game of video poker.         -   4.1.7. Top performing players. E.g., players who have won             the most in the last 100 outcomes, the last hour, etc. For             an individual game, data about a primary player's             performance may be gathered. Data about performance may             include data indicating a gross amount won, a net amount             won, an outcome obtained, a strategy used, and so on. Data             about performance may be aggregated over multiple games,             over multiple players, over multiple gaming devices, and so             on. In some embodiments, a numerical score may be assigned             to the strategy used by a primary player in a game. For             example, a primary player who uses an optimal or a             recommended strategy may receive a high score. A primary             player who uses a strategy that is not recommended or not             optimal may receive a lower score. For example, in a game of             video poker, a primary player may receive an integer score             from 1 to 32, each score corresponding to a possible             strategy that could be used by the primary player in the             game of video poker. It should be noted that in a game of             video poker where primary players can discard any             combination of cards from an initial five-card hand, there             are two to the fifth power, or 32 possible ways in which the             primary player may choose cards to discard. Thus, each way             in which the primary player may select discards may be             considered a separate strategy, and may therefore correspond             to a different score. The strategies may be ranked according             to which provide the highest expected winnings for the             player. The strategy which provides the highest expected             winnings may correspond to a score of 32. The strategy which             provides the next highest expected winnings may correspond             to a score of 31, and so on. As will be appreciated, scores             need not be integers or any other particular numbers. In             various embodiments, data about the strategies used by a             player over multiple games may be aggregated. In various             embodiments, scores assigned to a player based on his choice             of strategy in a game may be aggregated. For example, the             scores obtained by a primary player during individual games             may be added up to describe an aggregate score over multiple             games. In some embodiments, scores obtained by a primary             player during individual games may be averaged. As will be             appreciated, in various embodiments, low scores might             correspond to good strategies while high scores might             correspond to poor strategies. In various embodiments, a             data may be recorded about a primary player's choice of             strategy during a game of blackjack. Such a primary player             may be given a relatively high score, for example, if he             follows the recommendations of basic strategy, and             relatively low score, for example, if he does not.         -    Data about other performance metrics may be aggregated, in             various embodiments. In various embodiments, data about             amounts won may be aggregated over multiple games. A             statistic may indicate the total amount won by a primary             player, for example. A statistic may indicate the total             number of times a primary player has won.         -    In various embodiments, data about the performance of             multiple primary players may be aggregated. A statistic may             indicate which primary player or players has had a             distinguishing performance from among a group of primary             players. For example, a statistic may indicate which primary             player from a group of primary player has had the best             performance, according to some metric. For example, a             statistic may indicate which primary player has had the             highest gross winnings over the last hour, or which primary             player has used the best strategy over the last hour. In             various embodiments, the top X primary players may be listed             according to some performance metric. In some embodiments,             the bottom Y primary players may be listed according to some             performance metric.         -    In various embodiments, the top performing primary player             may be periodically determined. The top performing primary             player may be determined using any metric, such as gross             winnings, net winnings, best strategy, or any other metric             or combination of metrics. The top performing primary player             may be determined, for example, every minute, every ten             minutes, every hour, etc. In various embodiments, the top             performing primary player may be determined after each game             played by any primary player. For example, after a primary             player completes a game, the casino server may determine             whether that primary player has just accumulated enough             gross winnings to become the top performing primary player.             In various embodiments, the top performing primary player is             determined at irregular intervals. For example, a first top             performing primary player may be determined. Five minutes             later, a second top performing primary player may be             determined. Nine minutes later, a third top performing             primary player may be determined. It will be appreciated             that as primary players continue to gamble, their relative             performance may change, and thus a primary player who used             to be an average performing primary player may become the             top performing primary player. For example, a primary player             may win a large jackpot and thereby become the top             performing primary player.         -    In various embodiments, a secondary player may participate             in the games of the current top performing player. A             secondary player may be continuously or periodically             informed of who is the top performing primary player. For             example, a name or other identifier of the top performing             primary player may be displayed on the display screen of the             secondary player's terminal or mobile gaming device. The             name of the primary player may remain displayed on the             display screen of the secondary player until a new top             performing primary player is determined. The secondary             player may elect or decide to participate in the games only             of the current top performing primary player. In various             embodiments, the secondary player may elect to automatically             participate in the games of the current top performing             primary player. For example, the secondary player may make a             bet. It will then be understood by the casino server that             the bet is to be applied to a game of the currently top             performing primary player. Thus, for example, if the             currently top performing primary player wins, the secondary             player may win as well. If the currently top performing             primary player loses, the secondary player may lose as well.             In various embodiments, the casino server may make it             easiest or most convenient for the secondary player to             participate in the games of the currently top performing             primary player. For example, the casino server may allow the             secondary player to press only a single button in order to             place a bet and participate in the game of the currently top             performing primary player. The secondary player may be able             to participate in the games of other primary players as             well, but may be required to perform extra steps in order to             do so. Thus, in various embodiments, participation in games             of the top performing primary player may be the default             option for a secondary player.         -    In various embodiments, an identifier (e.g., a name; e.g.,             a handle) of the top performing primary player who is             currently active may be displayed. The casino server may             allow a secondary player to readily participate in the games             of such a primary player, (e.g., by making participation the             default option for the secondary player). A primary player             who is currently active may include a primary player who has             recently played a game. For example, a primary player who is             active may include a primary player who has played a game in             the last 10 seconds, the last minute, or within the most             recent predetermined time interval. In various embodiments,             a primary player who is currently active may include a             primary player who has a credit balance in a gaming device.             In various embodiments, a primary player who is currently             active may include a primary player who has been playing at             a certain rate (e.g., at 30 or more games per minute). It             will be appreciated that the top performing primary player             who is currently active may include vary from moment to             moment. For example, a first primary player may initiate a             game and may thereby be the top performing currently active             primary player. That primary player may then pause for a few             moments after his game. Another primary player may, in the             meantime, initiate play of a game. That other primary player             may, as it happens, then be the top performing currently             active player.         -    In various embodiments, a secondary player may place a bet.             The bet may then count for the first game to be initiated             from among a group of primary players. For example, a             secondary player may place a bet of $1. The casino server             may determine which are currently the top five performing             primary players. The bet of the secondary player may count             towards the game of the first of the five primary players to             initiate a game. In this way, the secondary player may enjoy             a fast paced gaming experience. Rather that following the             pace of a single player, the secondary player may             participate in the first game to start from any of a group             of players. The group of primary players may be defined by             other characteristics than just performance. For example, a             group of primary players may include a five players from             Mississippi. The secondary player may make a bet which             counts towards the first game to be initiated by any of the             five primary players. After the first game has come to a             conclusion, the secondary player may place a second bet. The             second bet may again count towards the first game to be             initiated by one of the five primary players from             Mississippi following the placement of the second bet.             However, the second bet may count towards a game of a             primary player other than the primary player for whose game             the first bet counted.         -    In various embodiments, a secondary player may participate             in the games of the second highest performing primary             player. For example, the secondary player may participate in             the games of the primary player who has won the second most             amount of money in the last hour. In various embodiments, a             secondary player may participate in the games of the third             highest performing primary player. It will be appreciated             that a secondary player may participate in games of a             primary player who falls anywhere in the rankings according             to some metric, such as winnings, etc. In various             embodiments, a secondary player may automatically             participate in a game of a primary player who is second in             the rankings (e.g., second in terms of net winnings). For             example, the secondary player may place a bet and then             participate in the game of whatever primary player happens             to be second in terms of gross amounts won in the last ten             minutes. As another example, the secondary player may have a             bet placed for him automatically (e.g., by the casino             server) for a game of a primary player who is third among             all primary players in terms of consecutive games won.         -    In various embodiments, a secondary player may participate             in a game of a primary player who is the best performer             among a subset of all primary players. The subset of primary             players may include primary players of a particular             demographic, primary players playing a certain type of game             (e.g., video poker), primary players located in a certain             area of the casino (e.g., on the first floor), primary             player located in a particular casino, primary players             located in a particular geographic region (e.g., in a             particular city; e.g., in a particular neighborhood), and so             on. The best performing primary player among the subset may             be identified and displayed to the secondary player. The             secondary player may automatically participate in the games             of such a primary player.         -    In various embodiments, the secondary player may             automatically participate in a game of a primary player who             is the top performing primary player among primary players             playing a particular game of interest. For example, the             secondary player may wish to participate in a game of             blackjack. Accordingly, the secondary player may place a bet             which automatically counts towards a blackjack game of a             primary player who uses the best strategy (e.g., as compared             to optimal basic strategy) in blackjack. In various             embodiments, a top performing primary player who is playing             a particular game may be identified and/or displayed to the             secondary player. The secondary player may then decide             whether to participate in the game of the primary player. In             various embodiments, the secondary player may participate in             the games of a top performing primary player among primary             players playing a particular denomination of game. For             example, the secondary player may wish to participate in             games being played at dollar denomination gaming devices.             The secondary player may thus participate in the top             performing primary player of all primary players at dollar             denomination gaming devices.         -    In various embodiments, a secondary player may participate             in the games of a top performing primary player not just of             the present, but of times in the past as well. For example,             a secondary player may participate in the games of a primary             player who played the prior day. The primary player may have             had the best performance during a one-hour period of any             primary player during the past week. Accordingly, the             secondary player may participate in the games of the primary             player. The secondary player may participate in the games of             the primary player which occurred subsequent to the one hour             of top performance. For example, the secondary player may             participate in the game played by the primary player             immediately after the one-hour period in which the primary             player recorded the best performance of any primary player             during the past week.         -    In various embodiments, a secondary player may participate             in the games of a primary player who is currently playing             and who had the top performance during some time in the             past. For example, the secondary player may participate in             the games of a primary player who was the best performing             primary player over a day-long period of any primary player             within the past week. The primary player may not necessarily             be the best performing player during the current day or             during the most recent day. Nevertheless, the secondary             player may participate in the current games of the primary             player.         -    In various embodiments, a secondary player may             automatically participate in the current games of primary             players who were the top performers during some moving             window of time in the past. For example, suppose the current             time is 4:00 pm. The secondary player may participate in a             game of the currently active primary player who was the best             performer the prior day in the hour from 3:00 pm to 4:00 pm.             At 4:01 pm, the secondary player may participate in a game             of the currently active primary player who was the best             performer the prior day in the hour from 3:01 pm to 4:01 pm,             and so on.         -    In various embodiments, the secondary player may             participate in games of the worst performing primary player.             The secondary player may, for example, expect that the luck             of the worst performing primary player will change. The             secondary player may, for example, bet against the worst             performing primary player. In various embodiments, a             secondary player may automatically bet against the currently             worst performing primary player. In various embodiments, the             casino server may make it easy for the secondary player to             bet against the currently worst performing primary player.             For example, the casino server may allow the secondary             player to bet against the currently worst performing primary             player with only a single button press.         -    In various embodiments, a secondary player may             automatically bet on a primary player who meets certain             criteria. The secondary player may bet without the necessity             of taking any action prior to the game. For example, at the             beginning of an hour, the secondary player may indicate that             he wishes to place one bet every ten seconds for the next             hour. The bet is to be placed on a game of a primary player             who is the top performing primary player as of the time the             bet is placed. Thus, for the next hour, bets may be made for             the secondary player automatically without any further input             from the secondary player. As will be appreciated, the             secondary player may bet automatically on the best             performing player from a subset of players, on the second             best performing player, on the worst performing player,             against the worst performing player, and so on.         -    In various embodiments, a secondary player may bet on best             performing game, the best performing gaming device, the best             performing dealer, the best performing table, the best             performing sector of the casino, and so on. For example, a             secondary player may place a bet on the gaming device that             has paid the most in the last hour. The secondary player may             thus bet on different gaming devices at different times. The             secondary player may automatically bet on the best             performing gaming device.         -    For example, at the beginning of an hour, the secondary             player may indicate that he wishes his bets to be placed             automatically in games of the best performing gaming             devices. The secondary player may thus not be required to             make any further inputs for the next hour. As another             example, the casino server may make it especially easy to             place a bet on the best performing gaming device at any             given time. However, the secondary player may be required to             take some action, even a minimal action, such as pressing a             button.         -    In various embodiments, primary players meeting one or more             criteria may be listed. For example, the top ten performing             primary players may be listed. The primary players may be             listed, for example, on a prominent display screen in a             casino, or on a display screen of a terminal used by a             secondary player. A listing of a primary player may reveal             various information about the primary player. For example,             the listing may reveal the first name of the primary player,             the last name of the primary player, the full name of the             primary player, an alias for the primary player, an amount             won by the primary player, and any other information about             the primary player.         -    In various embodiments, a primary player may indicate how             much information he is willing to reveal about himself.             Information that may be displayed or otherwise revealed             about a primary player may include: (a) a name; (b) a first             name; (c) a nickname; (d) a maiden name; (e) a last             name; (f) a middle name; (g) a full name; (h) an             initial; (i) an age; (j) a place of residence; (k) a picture             (e.g., a picture of the primary player); (l) a performance             metric of the primary player (e.g., gross winnings; e.g.,             net winnings; e.g., number of consecutive wins; e.g.,             largest amount won; e.g., current credit balance); (m) a             handle that that the primary player has chosen (e.g.,             “Topdog”; e.g., “Sportsnut”); (n) an alias for the primary             player; (o) a player tracking number; (p) a date of             birth; (q) a social security number; (r) a handle that the             casino server has generated for the primary player (e.g.,             “player 1032”); (s) a handle that the gaming device of the             primary player has generated for him (e.g., “slot player             125”); (t) a gaming device identifier (e.g., an identifier             for the gaming device at which the primary player is playing             or has played); (u) an amount of profits that the primary             player has made; and any other information.         -    In various embodiments, the primary player may indicate             information he is willing to reveal in various ways. For             example, the primary player may check off boxes next to             information he is willing to reveal. In various embodiments,             the primary player may fill out a profile, such as a form             with blank spots for receiving information about the primary             player. In various embodiments, the primary player may             inform a casino representative about which information he is             willing to reveal.         -    Either before, during, or after a primary player indicates             information he is willing to reveal, the casino may verify             that the primary player truly wishes to reveal such             information. The casino may verify that the primary player             is competent to reveal such information. In various             embodiments, the casino may verify that the primary player             is of a certain minimum age before presenting information             about the primary player to others (e.g., to secondary             players). For example, a representative of the casino may             ask to see a driver's license in order to verify the age of             the primary player. In various embodiments, the casino may             verify that the primary player is sober. For example, the             casino may give the primary player a sobriety test. In             various embodiments, the casino may reveal information             indicated by the primary player only if the primary player             is sober. In various embodiments, the casino may reveal             information indicated by the primary player only if alcohol             levels of the primary player fall within certain limits             (e.g., are less than a certain level). In various             embodiments, the casino may verify that the primary player             is not sick. For example, the casino may have a doctor             examine the primary players, or may ask the primary player             basic health questions. In various embodiments, the casino             may verify that the primary player is in a sane or competent             state of mind. For example, the casino may administer a             cognitive test to the primary player. The casino may only             present information about the primary player if the primary             player passes the cognitive test, for example. In various             embodiments, the casino may use other criteria for             determining whether to present information that a primary             player has indicated he is willing to reveal. In various             embodiments, the casino may use various criteria, such as             those described above, to determine whether or not to ask             the primary player to reveal information in the first place.         -    In various embodiments, once a primary player has indicated             which information he is willing to reveal, the primary             player may be asked to confirm one or more times. For             example, the primary player may be presented with a list of             information about himself that will be revealed. The primary             player may then be asked to press a button, sign an area of             a touch screen, apply a thumb print, or to provide any other             indication that he agrees to reveal the information. In             various embodiments, the primary player may be presented             with a display that shows how his information will appear to             others (e.g., when displayed on a public display screen;             e.g., when displayed on the terminal of a secondary player).             The primary player may be asked to confirm whether he really             would like his information displayed, and/or whether he             would like his information displayed in such a manner. The             primary player may then have the opportunity to confirm or             not.         -    In various embodiments, when a primary player gives             permission for information about himself to be revealed, the             permission may remain valid for a limited period of time.             For example, permission may remain valid for a day. After             the permission has expired, any information for which the             permission applies and which is currently being displayed             (e.g., on the terminal of a secondary player) may be taken             down. In various embodiments, there may be a default period             of validity for permission to reveal information about a             primary player. For example, the default period may be 1             hour.         -    In various embodiments, a primary player may indicate             limitations on how his information will be revealed. For             example, the primary player may allow information to be             displayed on individual terminals or mobile gaming devices,             but not on more prominent public display screens. The             primary player may allow his information to be displayed in             certain areas of a casino but not in others. For example,             the primary player may only give permission for his             information to be revealed in high-limit areas of the             casino.         -    In various embodiments, the primary player may indicate             people to whom information may or may not be revealed. For             example, a primary player may only wish information to be             revealed to secondary players of a certain gender. For             example, a primary player may only wish information to be             revealed to people from a particular state. For example, a             primary player may wish that no person from his home state             be able to see certain information about him.         -    In various embodiments, a primary player may be paid based             on the information he reveals. A primary player may be paid             for each piece of information he allows to be revealed. A             primary player may be paid based on the length of time that             he allows information about himself to be presented. A             primary player may be paid based on the forum in which he             allows information to be presented. For example, the primary             player may be paid extra for allowing information to be             displayed on a prominent public display screen.         -    In various embodiments, a primary player may reveal             information gradually, and/or over time. For example, a             primary player may reveal a nickname. The primary player may             later decide to reveal his first name. Later, the primary             player may allow the revelation of his first and last name.             For example, as the primary player achieves better             performance, the primary player may take pride in revealing             his identity as a top performer. In various embodiments, the             primary player may be prompted to reveal more information.             For example, if a primary player breaks into the top ten in             terms of performance, the casino may ask him whether he             would like to reveal more information. In various             embodiments, the casino may prompt the primary player to             reveal performance metrics, such as an amount won.         -   4.1.8. Top performing machines or dealers. E.g., the dealer             that is dealing the best hands for the player. For an             individual game, data about the performance of a gaming             device may be gathered. Performance data about a gaming             device may describe whether an outcome was a winning outcome             or a losing outcome, the amount paid for an outcome, the             amount paid for a game, the number of winning outcomes that             occurred during a game (e.g., the number of pay-lines that             included winning outcomes), whether or not a gaming device             was played, and so on. Performance data about individual             games at a gaming may be aggregated over multiple games at a             gaming device. A statistic may indicate a total amount paid             out by a gaming device over a period of time or over some             number of games. A statistic may indicate a gross amount of             winnings paid out or a net amount of winnings paid out over             a period of time or over some number of games. A statistic             may indicate how many games were played at a gaming device             over some period of time. A statistic may indicate a total             number of winning outcomes or a total proportion of winning             outcomes over some number of games or over some period of             time. In some embodiments, data about a player may be             recorded for an individual game. An aggregate statistic may             indicate the number of different players who have played a             gaming device over some period of time. A statistic may             indicate the average number of games played by a player at             the gaming device over some period of time. For example, in             the last day, the average number of games played by a player             at a gaming device may be 60. In various embodiments, data             about the performance of multiple gaming devices may be             aggregated. Top performing gaming devices may be listed. For             example, the 10 gaming devices which have paid the most in             the last hour may be listed. For example, the 10 gaming             devices which have paid the most as a multiple of the             average amounts bet may be listed. For example, the 10             gaming devices which have paid out the least in the last 3             hours may be listed. For example, all the gaming devices             which have made payouts of more than X amount in the last             hour may be listed.         -    In various embodiments, performance data about a game with             a particular dealer may be gathered. Performance data may             include data describing the payouts provided for a game with             the dealer, the net winnings for one or more primary players             in the game with the dealer, the speed of the game with the             dealer, the presence of high-paying outcomes in the game of             the dealer, the amount of a tip or tips given to the dealer,             and so on. Performance data about a dealer may be aggregated             over multiple games. For example, a statistic may indicate             the average number of games dealt per unit time for the             dealer. A statistic may indicate the total payouts received             by primary players who have been in the games of the dealer             during the last hour. A statistic may indicate the total             amount of tips given to the dealer in the last half hour.         -   4.1.9. Top performing sectors of a casino. E.g., the slot             machines in this bank have done the best. In various             embodiments, data about games which have occurred in a             sector or region of a casino may be aggregated. Data may be             aggregated for games played at a group of slot machines,             such as for a group of slot machines at a bank of slot             machines. Data may be aggregated for a set of gaming tables,             such as for a set of tables overseen by a single pit boss or             other casino employee. Data may be aggregated for a floor of             a casino or for a room of a casino. For example, data             related to the games played in a high-limit slot machine             room may be aggregated. In some embodiments, data may be             aggregated for slot machines of a given betting             denomination. For example, data may be aggregated for all             nickel slots. Data may be aggregated for all slot machines             with particular types of payouts. For example, data may be             aggregated for slot machines with progressive payouts. For             example, data may be aggregated for slot machines with top             payout ratios of 800 or more. In some embodiments, data may             be aggregated for slot machines of a particular type. For             example, data about games at mechanical slot machines may be             aggregated. For example, data about games at video slot             machines may be aggregated. Data may be aggregated for slot             machines which feature a particular game. For example, data             may be aggregated for all slot machines with a Scrabble™             theme. Thus, for example, the five video poker machines             which have paid the most in the last hour may be listed. The             five nickel slot machines which have provided primary             players with the highest winnings in the last hour may be             listed.         -   4.1.10. A list of current progressive amounts. In some             embodiments, data related to a current amount of a             progressive prize may be gathered. The size of one or more             progressive prizes at a given moment in time may be listed.             Progressive prizes may be listed in order of size. For             example, the Jumbo Bucko's progressive prize may be listed             as $50,149.75. The Super Gold Vein progressive prize may be             listed as $40,984.05, and so on.         -   4.1.11. Number of people at a casino or in particular areas             of a casino. In various embodiments, data about the number             of people at a casino or within a given area of a casino may             be gathered. Data may be gathered about: (a) the number of             people at a particular bank of slot machines; (b) the number             of people at a table game; (c) the number of people in a             restaurant; (d) the number of people on a particular floor             of the casino; (e) the number of people in the lobby of the             casino hotel; (f) the number of people at the casino             swimming pool; (g) the number of people in the room of the             high limit slot machines; (h) the number of people in the             poker room of the casino; (i) the number of people attending             a show; (j) the number of people at a boxing match at a             casino; and so on. In various embodiments, data may be             gathered in relation to the number of people with a certain             characteristic. For example, data may be gathered describing             the number of people from New Mexico, or the number of             people between the ages of 40 and 50 at a casino.         -   4.1.12. Slot machines that are most popular—e.g., most             heavily occupied. In various embodiments, data may be             gathered describing the use of a gaming device, such as a             slot machine or video poker machine. The number of games             played at a gaming device may be tracked. The number of             games played at a gaming device in a particular period of             time may be tracked. The amount wagered at a gaming device             may be tracked. Other items that may be tracked may             include: (a) the number of pay lines played; (b) the average             number of coins bet per pay-line; (c) the number of primary             players who play a gaming device in a particular period of             time; (d) the duration of a waiting period between when one             player gets up from a gaming device and when the next player             sits down; (e) the number of people in the vicinity of a             gaming device; and so on. In various embodiments, data about             the use or popularity of a gaming device may be aggregated             over multiple gaming devices. The aggregation may occur over             gaming devices that feature the same game; over gaming             devices that feature the same betting denomination; over             gaming devices from the same manufacturer; over gaming             devices with the same broad theme (e.g., over gaming devices             featuring any Monopoly® related game); over gaming devices             falling within the same broad category (e.g., over video             poker machines; e.g., over mechanical slot machines; e.g.,             over video slot machines; e.g., over video bingo machines);             over gaming devices in the same area of a casino; and so on.             In some embodiments, a statistic may describe the percentage             of time that a particular type of slot machine was occupied             during the last day. For example, a statistic may indicate             that video poker machines were occupied 40% of the time, on             average, over the last hour. In some embodiments, a             statistic may describe the average amount won at all dollar             denominated gaming devices in a casino in the last three             hours. In some embodiments, a statistic may describe the             average amount of money won by the casino per machine for             all machines based on the Wheel of Fortune® theme. In some             embodiments, a statistic may indicate the average amount of             time that elapsed between when one player got up and when             the next player sat down at a particular group of             progressive slot machines. In various embodiments,             information about slot machine utilization may be             transmitted to one or more financial markets for use in             evaluating the performance of a slot machine manufacturer.         -   4.1.13. All manners in which the player interacted with the             machine. In some embodiments, data may be gathered             describing how a primary player interacted with a gaming             device. Such data may provide insight into the mood of a             player. For example, a player who is slamming the button of             a gaming device may be frustrated or impatient.             -   4.1.13.1. He pressed the button hard. In various                 embodiments, data may be gathered about how much                 physical pressure a primary applied to a gaming device.                 A primary player may apply pressure to a “spin” button,                 to another button, to a handle, or to a touch screen,                 for example. Pressure sensors or other sensors in the                 gaming device may sense the pressure applied by a                 player. Pressure may be detected as applied to any other                 surface of a gaming device. For example, the pressure of                 a drink or the pressure of a primary player leaning on                 the surface of a gaming device may be detected with                 pressure sensors. Sensors may detect strikes or blows to                 the gaming device as well. For example, pressure sensors                 or vibration sensors may detect kicks to the base of the                 gaming device. Data about pressure may be aggregated                 over multiple games, gaming devices, players, etc. For                 example, a statistic may indicate that the average                 pressure applied to a button was X pounds per square                 inch for all gaming devices across the casino in the                 last hour.             -   4.1.13.2. What is the precise time at which he presses                 the button? In various embodiments, the time may be                 recorded as to when a button was pressed at a gaming                 device. For example, data may indicate that a button was                 pressed at 11:45:02 AM. Data about the times when                 buttons were pressed may be aggregated over multiple                 games. For example, data about the times buttons were                 pressed may allow the derivation of a statistic                 describing the average length of time between games at a                 gaming device. In some embodiments, a graph may show the                 number of button presses across a casino as a function                 of time. For example, each bar on the graph may                 represent the number of button presses at a casino over                 a period of time. The graph may indicate times of heavy                 activity and times of light activity at a casino. For                 example, activity may die down near the end of an hour                 as gamers stop to make an appointment or find an                 activity starting on the hour.             -   4.1.13.3. Does he press the button or pull the handle?                 In some embodiments, data for a game may be gathered                 describing how a primary player initiated play of the                 game. Data may indicate whether a primary player pressed                 a button, pulled a handle, had a game initiated                 automatically on his behalf, or otherwise initiated a                 game. Data about the way in which a game may be                 initiated may be aggregated over multiple games. Such                 data in aggregated form may be described by a statistic.                 For example, a statistic may describe the number of                 times a particular primary player pressed the button to                 initiate a game during a particular period of time. For                 example, a statistic may describe the number of times                 any primary player in a casino pulled a handle to                 initiate play at a gaming device during the day of Jan.                 14, 2003.             -   4.1.13.4. How quickly does he pull the handle? In                 various embodiments, data for a game may be gathered                 describing how quickly a primary player initiated a                 series of games at a gaming device. Data may include the                 time at which a primary player initiated play of a game.                 Data may include a time difference between the                 initiation of a first game and the initiation of a                 second game. Data may be aggregated over multiple game                 intervals. For example, a statistic may describe the                 average time between when a primary player initiates a                 first game and when the primary player initiates a                 second game. Data may be aggregated over multiple                 primary players. For example, a statistic may describe                 the average time between game initiations for a group of                 primary players. In various embodiments, data may be                 gathered for the time at which a payout is made, the                 time when an outcome appears on the screen or in the                 viewing window, or for any other event during a game. A                 time between games may thereby be derived.     -   4.2. API. In various embodiments, APIs may be used to facilitate         data exchange and system interaction in accordance with various         embodiments. Sensors used to gather data may communicate data         gathered via APIs. For example, a software application may use         an API associated with a camera to retrieve image data from the         camera. A software application may use an API associated with a         pressure sensor to retrieve data from the sensor, e.g., data         about the weight of chips placed over the sensor. A software         application may use an API associated with a card reader to         retrieve data about the cards that have passed over the reader.         For example, the reader may be attached to a card shoe and may         thereby gather data about the cards dealt from the card shoe. In         various embodiments, a display may include an API. A software         application may interact with the display's API in order to         cause the display to display text, graphics, or animations.     -   4.3. Betting on aggregates of data. E.g., more than 200 reds on         roulette in a day, or 100 blackjacks. In various embodiments, a         secondary player may place a bet that a statistic will take a         certain value or range of values. The statistic may represent an         aggregate of data from two or more games. For example, a         secondary player may bet that a statistic describing the number         of “red” outcomes at any roulette wheel across a casino in the         next hour will have a value in the range of 200 to 250. In other         words, the secondary player may bet that there will be between         200 and 250 “red” outcomes at any roulette wheel in the casino         over the next hour. If, in the next hour, there are in fact         between 200 and 250 “red” outcomes, the player may receive his         bet back plus an additional payout. The additional payout may be         some function of the bet size, such as one times the bet size,         two times the bet size, or any other multiple of the bet size.     -    Embodiments described herein may apply to statistics about the         future or to historical statistics. For example, a secondary         player may bet that in the next hour, there will be two payouts         won at a casino exceeding $1000. Such a bet may constitute a bet         on a statistic about the future. As another example, a secondary         player may bet that between the hours of 3:00 pm and 6:00 pm on         Oct. 12, 2003, at a particular machine at a particular casino,         there were 200 losing outcomes generated. Such a bet may         constitute a bet on a statistic about the past. Although a         secondary player may make a bet about the past, the bet may         still be based upon a random or uncertain set of events, since         the secondary player may not be aware of what happened in the         past which was relevant to the statistic. Embodiments described         herein may apply to statistics about the present. For example, a         secondary player may bet that, for all video poker games         currently in progress, there are twenty games in which the         initial five-card hand dealt contains three-of-a-kind or better.         Embodiments described herein may apply to statistics that         encompass the past and the present, to statistics that encompass         the present and the future, to statistics that encompass the         past and the future, and to statistics that encompass the past,         present and future. For example, a secondary player may bet that         at a point in time 30 minutes into the future, there will have         been twenty bonus rounds achieved at a bank of slot machines in         the past 50 minutes (i.e., in the period beginning 20 minutes         before the present and stretching to 30 minutes into the         future).         -   4.3.1. Times and statistic initiations. In various             embodiments, a bet may be based on the value of a statistic             at certain times. In some embodiment, the bet is based on an             initialization value for a statistic. A statistic may take             an initial value of 0, for example. A statistic may take a             certain initial value at a designated time. The designated             time may be, for example, the time at which the bet is             placed, one minute after the bet is placed, the start of the             next hour (e.g., 8:00; e.g., 2:00), the start of the next             day, the start of the next month, and so on. For example, a             statistic may represent the number of times a royal flush             has been dealt at any video poker machine in a bank of             machines. The statistic may be initialized to zero at a             designated time and date, such as at 12:00 am on Oct.             1, 2010. The statistic may then increment by one for each             royal flush dealt at the bank of machines. In various             embodiments, a bet may be based on a second value of a             statistic. The second value of the statistic may be the             value of the statistic at a designated time. For example,             the second value of the statistic may be the value the             statistic takes one hour after the time of the             initialization value of the statistic. The second value of             the statistic may be the value the statistic takes three             hours, two days, or any designated time after the             initialization value of the statistic. To continue with a             prior example, the statistic which was initialized to 0 on             Oct. 1, 2010 may take its second value at 12:00 am on Nov.             1, 2010. Thus, a secondary player may bet that a statistic             which is initialized to the value of 0 at 12:00 am on Oct.             1, 2010 will take a value of between 30 and 40 at 12:00 am             on Nov. 1, 2010.         -    In various embodiments, a secondary player may bet on the             value that a statistic will take at a certain period of             time, without any initialization time or value being             specified. The statistic may represent an ongoing statistic,             for example, that is updated generally whether or not any             bets are placed on the value of the statistic. For example,             a statistic may describe the value of a particular             progressive jackpot. A secondary player may bet that the             value of the statistic (and thus, the value of the             progressive jackpot) will be over $1.2 million at 3:00 pm on             Oct. 4, 2010. In some embodiments, a casino may keep track             of the number of “red” outcomes and the number of “black”             outcomes that occur at all roulette wheels at a casino. For             example, at a particular point in time, a statistic             describing the number of “red” outcomes (e.g., since the             beginning of the week) may read “1204”, and a statistic             describing the number of “black” outcomes may read “1154”. A             secondary player may place a bet which wins if the statistic             describing the number of “red” outcomes reaches 1300 in the             next hour. A secondary player may place a bet which wins if             the difference between the value of the “red” statistic and             the value of the “black” statistic is more than 100 one hour             after the bet is placed. In some embodiments, an ongoing             statistic may be transformed into a statistic with a desired             initialization value, e.g., through a simple mathematical             transformation. For example, a second statistic may be             defined as the value of a first statistic less 1204. Thus,             the aforementioned statistic indicating that 1204 “red”             outcomes had occurred at a casino in some prior period may             be converted into a second statistic which will describe the             number of “red” outcomes to occur at a casino going forward             from the time the second statistic has been defined.         -    In various embodiments, a secondary player may bet that the             value of a statistic will fall into a non-continuous range.             For example, a secondary player may place a bet on the value             of a statistic describing the number of times a dealer busts             at any blackjack game in a casino during the next hour. The             secondary player may bet that the dealers will bust a total             of between 50 and 75 times, or between 100 and 125 times.             Thus, the secondary player may win if the dealers bust 60             times or 110 times, but not if the dealers bust 90 times,             for example.         -   4.3.2. Bets on statistical values at multiple times. In             various embodiments, a secondary player may bet that a             statistic will take on different values at different times.             In various embodiments, a secondary player may bet that a             statistic will fall into different ranges of values at             different times. In various embodiments, a secondary player             may bet on a path that a statistic will take. For example,             if the value of a statistic is plotted as a function of             time, the secondary player may bet that the plot will follow             a certain path and/or take a certain shape. In various             embodiments, a secondary player may bet that the value of a             statistic will fall within a first range at a first time and             within a second range at a second time. In various             embodiments, a secondary player may bet that the value of a             statistic will fall within a first range at a first time,             within a second range at a second time, and within a third             range at a third time. For example, a secondary player may             bet that a statistic describing the number of sevens rolled             at a craps table starting from 8:00 am will fall between 15             and 20 at 9:00 am, and between 40 and 50 at 10:00 am. Thus,             the secondary player will win his bet if there have been 18             sevens rolled at 9:00 am and 44 sevens rolled at 10:00 am.             However, the secondary player will not win his bet if there             have not been between 15 and 20 sevens by 9:00 am or if             there have not been between 40 and 50 sevens by 10:00 am.         -    In some embodiments, a secondary player may win a bet if             the value of a statistic satisfies a first condition at a             first time or a second condition at a second time. For             example, suppose that a statistic describes the number of             times any primary player has received a blackjack at a             particular blackjack table since 4:00 pm. The secondary             player may place a bet which wins if the statistic has a             value between 10 and 20 at 4:30, or which wins if the             statistic has a value between 30 and 40 at 5:00.         -    In various embodiments, a secondary player may place a bet             which wins based on the value of the statistic meeting any             defined condition or combination of conditions. For example,             a secondary player may win a bet if a statistic satisfies             any 3 of 4 defined conditions.         -    In various embodiments, a secondary player may bet that a             statistic will take on a particular value during a             particular period of time. For example, a secondary player             may bet that the total number of “bell” symbols to appear at             a particular slot machine since 7:00 pm will reach 40             between 8:00 pm and 8:10 pm. If the value of the statistic             reaches 40 at 8:01 pm, for example, then the secondary             player will win. However, if the value of the statistic             reaches 40 at 8:13 pm, then the secondary player will lose.             In various embodiments, a secondary player may bet that the             value of a statistic will fall within a certain range of             values during a certain time period. For example, a             particular statistic may describe the number of outcomes             with payouts of more than 30 coins that have occurred at a             particular slot machine since 9:00 am. The secondary player             may bet that the value of the statistic will be in the range             of 5 to 10 sometime between 9:30 am and 9:35 am. The             secondary player would win his bet, for example, if the             value of the statistic was at 5 at 9:35 am, or was at 10 at             9:30 am. However, the secondary player would lose his bet,             for example, if the value of the statistic had already             reached 11 by 9:30 am, or hadn't yet reached 5 by 9:35 am.         -   4.3.3. Bets on combinations of statistics. A first statistic             will take a first range of values and a second statistic             will take a second range of values. In some embodiments, a             secondary player may bet on the values of two or more             statistics. For example, a secondary player may bet that a             first statistic will reach a first value and that a second             statistic will reach a second value at a designated time.             For example, a secondary player may bet that the ace of             spades will be dealt 200 times in the next hour at a bank of             video poker machines, and that the ace of hearts will be             dealt 210 times in the next hour at the same bank of             machines. The secondary player may win his bet if both the             ace of spades is dealt 200 times in the next hour and the             ace of hearts is dealt 210 times in the next hour. If the             ace of spades is not dealt exactly 200 times, or the ace of             hearts is not dealt exactly 210 times, then the secondary             player may not win the bet. In some embodiments, a secondary             player may bet that either a first statistic will reach a             first value or a second statistic will reach a second value.             For example, a secondary player may bet that either the             number 3 will occur 20 times at a roulette wheel in the next             day, or that the number 7 will occur 20 times at a roulette             wheel in the next day. In various embodiments, a secondary             player may bet that any combination of conditions will be             met by a set of one or more statistics. For example, a             secondary player may place a bet involving four statistics             in which a separate condition applies to each statistic. The             secondary player may win the bet if at least two of the             conditions are met. For example, the secondary player may             win a bet if at least two of the following are true: (a)             there are at least 20 outcomes that occur at a gaming device             between 3:00 pm and 4:00 pm that pay more than 20 coins; (b)             there are at least 3 bonus rounds that occur at the gaming             device between 3:00 pm and 4:00 pm; (c) the net winnings of             a primary player at the gaming device between 3:00 pm and             4:00 pm are less than 5 coins; and (d) there are between 20             and 30 payouts at the gaming device between 3:00 pm and 4:00             pm that consist of an odd number of coins.         -   4.3.4. Conditional bets. The player bets there will be             between 95 and 105 reds if there are 200 spins. In some             embodiments, a secondary player may make a bet that pays             based on a statistic having a particular range of values,             but which is conditional on some other circumstance. For             example, a secondary player may bet that there will be             between 200 and 250 losing outcomes at a gaming device             during the period between 4:00 pm and 5:00 pm on Nov. 12,             2001, but only if there are at least 300 games played at the             gaming device. If the condition is not met, then the bet may             be considered void or a tie. If the condition is not met,             then a different condition may apply. For example, a             secondary player may bet that there will be between 200 and             250 losing outcomes if there are at least 300 games played,             and that that there will be between 100 and 125 losing             outcomes if there are less than 300 games played.         -   4.3.5. The statistic may pay differently for different             values. In various embodiments, a secondary player may make             a bet which pays a first amount if a statistic has a first             value, a second amount if a statistic has a second value,             and a third amount if a statistic has a third value. For             example, a secondary player may bet on a statistic             describing the number of times the banker wins in a game of             baccarat during a particular one-hour period. If the banker             wins between 15 and 20 times, the secondary player may             receive his bet back plus an additional amount equal to his             bet. If the banker wins more than 20 times, the secondary             player may receive his bet back plus an additional amount             equal to twice his bet. If the banker wins less than 15             times, the secondary player may lose his bet. In some             embodiments, a secondary player may win an amount that is a             linear or affine function of a statistic over a certain             range of possible values of the statistic. For example, a             secondary player may bet on the number of times that a             particular primary player's two-card hand in a game of pai             gow poker will beat the banker's two-card hand, in a             particular one-hour period. The secondary player may win an             amount equal to B×0.1×(N−15), for any N>15, where N             represents the number of times that the particular primary             player's two-card hand wins, and B represents the bet amount             made by the secondary player. For example, if N is equal to             25, then the secondary player will win B×0.1×(25−15), or B.             If N<=15, then the secondary player may win nothing and,             e.g., lose his bet. It will be appreciated that a statistic             could simply be defined to equal B×0.1×(N−15), or any other             function of a simpler statistic. In the former case, the             secondary player's payout might be defined by the statistic.         -    In various embodiments, a secondary player may make a bet.             The bet may designate a particular value of a statistic. For             example, a statistic may represent the number of times that             the banker wins during a particular hour at a particular             table of pai gow power. The designated value of the             statistic may be 20. The payout to the secondary player may             increase by a certain amount for each unit by which the             statistic exceeds the designated amount. For example, for             each number of times above 20 that the banker wins, the             secondary player's payout may go up by $1. In some             embodiments, the payout to a secondary player may increase             for each unit below a designated value that a statistic             falls. For example, a statistic may represent the number of             times that a war is initiated in the game of casino war at a             particular table during a particular three-hour period. The             designated value may be 10. A payout to a secondary player             may increase by $5 for each unit below 10 that the statistic             falls. For example, if the value of the statistic is 9, then             the secondary player may win $5. If the value of the             statistic is 8, the secondary player may win $10, and so on.             If the value of the statistic is 10 or above, then the             secondary player may win nothing. The secondary player may             lose his bet.         -    In various embodiments, a secondary player may lose more             than the amount of his bet depending on the value of a             statistic. For example, if a statistic reaches a certain             value, the secondary player may lose twice the amount of his             bet. Thus, the secondary player may lose the original amount             of his bet and may be further obligated to supply an             additional amount equal to the original amount of his bet.             In various embodiments, a secondary player may lose more             money the further the value of a statistic departs from a             designated value. For example, a designated value for a             statistic may be 20. The secondary player may lose $1 if the             actual value of the statistic is 19, $2 if the actual value             of the statistic is 18, $3 if the actual value of the             statistic is 17, and so on.         -    In various embodiments the secondary player may make a             spread bet based on the value of a statistic. A spread bet             may include a designated value of the statistic. If the             actual value of the statistic is greater than the designated             value, then the secondary player may be paid in proportion             to the amount by which the actual statistic is greater. If             the actual value of the statistic is less than the             designated value, the secondary player may lose an amount             that is proportional to the amount by which the actual             statistic is less. A secondary player may also lose if the             actual value of a statistic is greater than a designated             value, and win if the actual value of the statistic is less             than the designated value. For example, a secondary player             may win an amount that is proportional to the amount by             which the actual value of the statistic is less than the             designated value of the statistic. The secondary player may             lose an amount that is proportional to the amount by which             the actual value of the statistic is greater than the             designated value of the statistic.         -    In various embodiments, a spread bet may include a constant             that is added to a payout or to an amount owed by a             secondary player. For example, a secondary player may be             paid an amount which is proportional to the difference             between an actual value of a statistic and a designated             value of a statistic plus a constant. The constant may be             positive or negative. For example, a secondary player may be             paid an amount equal to $1×(A−D)+c, where A is the actual             value of a statistic, D is the designated value of the             statistic, and c is a constant. In various embodiments, the             secondary player may be paid an amount equal to             $1*k*(A−D)+c, where k is a constant. In various embodiments,             the secondary player may be paid $1*k*(A−D)+c₁ if A>D, and             $1*k*(A−D)+c₂ if A≤D, where c₁ and c₂ are two different             constants. In various embodiments, the secondary player may             be paid $1*k*(A−D)+c₁ if A>D, $1*k*(A−D)+c₂ if A<D, and c₃             if A=D, where c₁, c₂, and c₃ are three different constants.         -   4.3.6. Betting on the aggregation of craps rolls. In various             embodiments, a statistic may describe a summation of numbers             that arise from two or more games or from two or more             events. For example, a statistic may represent the sum of             the point totals a player has achieved in three games of             blackjack. For example, if a player achieves a hand with a             point total of 16 in a first game of blackjack, a hand with             a point total of 21 in a second game of blackjack, and a             hand with a point total of 14 in a third game of blackjack,             then the value of the statistic may be 51. A statistic may             represent the sum of point totals from two or more primary             players in a single game of blackjack. For example, a             statistic may represent the sum of point totals from the             hands of Bob, Joe, and Sam, all of whom participate in the             same game at a particular gaming table in a casino. In some             embodiments, a statistic may represent the sum of point             totals for both player and dealer hands. In some             embodiments, a statistic may represent the sum of dealer             point totals from multiple games. In some embodiments, a             statistic may represent a sum of card point totals. For             example, a statistic may represent the sum of points from             every card dealt during a game, or for every card dealt             during a plurality of games.         -    In some embodiments, a statistic may represent the sum of             numbers revealed on tiles or dominoes in a game. For             example, a statistic may represent the sum of numbers             revealed on dominoes in the game of pai gow.         -    In some embodiments, a statistic may represent the sum of             numbers achieved during two or more rolls of dice. Such dice             rolls may occur in craps, in sic bo, or in any other game.             In a game of craps, a statistic may represent the sum of two             or more dice rolls during a game. For example, a statistic             may represent the sum of all dice rolls made between when a             pass-line bet is made and when the pass-line bet is resolved             (e.g., in the player's favor, e.g., in the dealer's favor).             As another example, a statistic may represent the sum of a             fixed number of rolls made during a game. For example, a             statistic may represent the sum of the first three rolls             made during a game of craps. In some embodiments, a             statistic may represent the sum of rolls made in two or more             separate games. For example, a statistic may represent the             sum of the rolls made in five consecutive games of craps.         -    In various embodiments, a secondary player may place a bet             with a payout that depends on the value of statistic             representing the sum of points, dice rolls, or any other             numbers. For example, a secondary player may place a bet             that a statistic representing the sum of three dice rolls in             craps will have a value in excess of 21. The secondary             player may win the amount of his bet if the value of the             statistic exceeds 21, and lose the value of his bet             otherwise. Suppose, to continue the above example, that the             three dice rolls are 10, 6, and 8. The value of the             statistic would then be 24, which is the sum of 10, 6,             and 8. The secondary player would therefore win the amount             of his bet.         -    In another example, a secondary player may place a bet on             the value of a statistic that represents the sum of the             first roll of the dice from each of the next five craps             games. The player may win if the value of the statistic is             less than 32, but lose otherwise. Suppose, for the next five             games, the first rolls occur as follows: 4, 7, 9, 5, 9.             Accordingly, the value of the statistic would be 34. Thus,             in this example, the secondary player would lose.         -    In various embodiments, a statistic may represent the sum             of rolls from multiple different craps tables. For example,             a statistic may represent the sum of all rolls at every             craps table at a casino during a given five-minute period.             For example, a statistic may represent the sum of the next             roll at each of five craps tables.         -    In various embodiments, a statistic may represent the sum             of numbers rolled on individual dice. For example, a             statistic may represent the sum of the lowest die in each of             the next three rolls. For example, let the ordered pair             (x, y) represent a single roll with x representing the             number on one die in the roll and y representing the number             on the other die in the roll. Suppose the next three rolls             occur as follows: (3, 5); (6, 4); (1, 3). The value of the             statistic would be equal to the sum of 3, 4, and 1, which is             equal to 8.         -    In various embodiments, a statistic may represent any             function of points, rolls of the dice, or other numbers. For             example, a statistic may represent the product of dice             rolls. For example, if three dice rolls are 4, 3, and 10,             the statistic may take the value of 120, which is equal to             the product of 4, 3, and 10.         -    In various embodiments, a secondary player may make a bet             whose payout depends on the actual value of a statistic             relative to a designated value. In some embodiments, a             secondary player may make a bet whose payout is proportional             to a difference between the actual value of a statistic and             a designated value of the statistic. Such a bet may be             referred to as a spread bet, in some embodiments. For             example, a secondary player may place a bet on the value of             a statistic representing the sum of three rolls of dice in a             game of craps. The designated value may be 21. The player             may receive $1 for every unit that the actual value of the             statistic exceeds the designated value of 21. For example,             if the actual value of the statistic turns out to be 24,             then the player may receive $3. In some embodiments, a             secondary player may owe an amount that is proportional to             the amount by which the actual value of the statistic is             less than the designated value. For example, if the actual             value of the statistic turns out to be 14, then the player             may owe an amount equal to $10. Any amount previously             provided by the secondary player may count towards the             amount owed. For example, the amount of a bet previously             placed by the secondary player may count towards the amount             owed.

Mobile Device Interacts with a Proximate Game

In various embodiments, a player (e.g., a primary player; e.g., a secondary player) may carry a mobile device. The mobile device may provide an interface via which the player may participate in a game. The mobile device may receive data from a casino server, from a gaming device, from a gaming table, or from any other source. The data may include game data. Based on the data, the mobile device may create or recreate a depiction of a game. For example, the data received by the mobile device may include data indicating cards that have been dealt in a game, numbers that have been rolled on dice, numbers which have been determined in a roulette game, and so on. Based on the data, the mobile device may create or recreate a depiction of a slot machine game, a video poker game, a roulette game, or any other game. In some embodiments, the mobile device may indicate, e.g., via text on a display screen, the events that occurred in a game without graphically depicting the game. The mobile device may include input devices such as buttons, touch pads, track bolls, keys, touch screens, microphones, and so on. The mobile device may accept commands and other inputs from the player via the input devices. The mobile device may receive from the player inputs indicating an amount to bet on a game, a strategy to be used in a game, a decision to be made in a game, a bet to be made in a game, and so on. The mobile device may transmit any inputs received from the player to the casino server, to a gaming device (e.g., to a slot machine), to a gaming table, to a dealer, to a croupier, or to any other entity that is conducting a game. The mobile device may communicate via an intermediary with an entity conducting a game. For example, the mobile device may transmit data to and receive data from a casino server. The casino server may, in turn, transmit data to and receive data from a table game. In this way, the table game and the mobile device may communicate through the casino server.

Using the mobile device, the player may participate in a live game. If the player is acting as a primary player, then the player may initiate the play of the game and make decisions in the game.

If the player is acting as a secondary player, then the player may place a bet on a game of a primary player.

In various embodiments, the mobile device may be configured to select an entity conducting a game based on the location of the entity and/or based on the location of the game. For example, a mobile device may be configured to select a table game of blackjack that is located within 100 feet of the mobile gaming device. Accordingly, the mobile device may begin receiving data from the table game and transmitting data to the table game. The mobile device may transmit to the table game an indication that the player wishes to make a bet and start a new game. A dealer at the table game may receive instructions from the mobile device. For example, a wireless receiver at the table game may receive instructions from the mobile device and cause them to be displayed on a monitor at the table game. The dealer may follow the instructions. For example, the dealer may deal cards at a new position at the table. The position may remain physically unoccupied. Nevertheless, the cards may represent the cards of the player who is playing via the mobile device. As events occur in the table game, data about such events may be transmitted to the mobile device. For example, the cards dealt to the hand of the player may be read by a reader on the card shoe as they are dealt. Data indicative of the cards may be transmitted to the mobile device via a wireless transmitter at the table. The mobile device may receive the data and display game information to the player based on the received data. The player may input game decisions, such as hit or stand decisions, after which such decisions may be transmitted back to the game table by the mobile device. The process may continue through one game or through a whole series of games.

In various embodiments, a mobile device may initiate communication with a table game, gaming device, or other entity that is most proximate to the mobile device. For example, the mobile device may determine that a particular slot machine is the closest slot machine to the mobile device. Accordingly, the mobile device may initiate communication with the slot machine. The player with the mobile device may then participate in the games of the slot machine. The player may participate as a primary player or as a secondary player, in various embodiments. If the player participates as a primary player, the mobile gaming device may receive an amount of a bet from the player and then transmit a signal to the gaming device, thereby triggering the gaming device to generate an outcome. Thus, the gaming device may be triggered to spin and generate an outcome without the physical presence of a player directly in front of the gaming device. For example, the player may be located ten feet away from the gaming device, yet the gaming device may initiate a game and generate an outcome in response to a signal from the mobile device.

In various embodiments, the mobile device may initiate communication with a table, gaming device, game, or other computing device that relays information to and from a game, based on the proximity of the game and based on the type of game. For example, the mobile device may initiate communication with the closest game that is a video poker game. For example the mobile device may initiate communication with the closest game that is a blackjack game. For example, the mobile device may initiate communication with the closest game that is a craps game.

In various embodiments, the mobile device may initiate communication with a game based on the presence of a primary player at the game. For example, the player with the mobile device may wish to act as a secondary player in a game of blackjack. Accordingly, the player may wish to find the nearest game of blackjack in which there is already a primary player participating. The player with the mobile device may then act as a secondary player and participate in the game of the existing primary player. In various embodiments, if the player with the mobile device wishes to act as a primary player, the mobile device may initiate communication with a game where there is a spot available for a primary player. For example, a player with a mobile device may wish to participate in a game of blackjack as a primary player. The mobile device may initiate communication with a blackjack table at which at least one seat is unfilled. The player with the mobile device may play in the game of blackjack as a primary player. However, in various embodiments, the player with the mobile device need not actually sit down at the table. The dealer may simply deal cards to a particular spot which is understood to belong to the player with the mobile device. The player with the mobile device may make game decisions and key them into the mobile device. The mobile device may communicate the decisions to the blackjack table (e.g., to a computing device with transmitting/receiving antenna situated on the blackjack table). The decisions of the player may then be communicated to a dealer who may then act based on the decisions, e.g., by dealing or not dealing cards.

In various embodiments, a mobile device may initiate communication with a game, a gaming device, a device which is associated with a game, etc., based on a number of factors. A mobile device may communicate with a game based on: (a) the type of game (e.g., poker; e.g., blackjack; e.g., slot machine); (b) based on the amount of the bet required at the game (e.g., the mobile device may initiate communication with a game only if the minimum bet required is less than $25; e.g., the mobile device may initiate communication with a game only if the minimum bet required is greater than $1); (c) the availability of a spot at the game; (d) based on the presence of a particular dealer (e.g., the mobile device may initiate communication with a game if dealer Joe Smith is dealing); (e) based on historical outcomes of the game (e.g., the mobile device may initiate communication with a game if the last 5 games played were winning games; e.g., the mobile device may initiate communication with a game if primary players at the game have lost more than $100 in the last hour); (f) based on the proximity of the game to the mobile device; (g) based on the location of the game; (h) based on the location of the mobile device; and so on.

In various embodiments, the mobile device may initiate communication with a game automatically once a triggering condition has been met. For example, when the mobile device comes within ten feet of a blackjack game, communication may be automatically initiated between the game and the mobile device. Communication may be triggered without input from the player with the gaming device. The triggering conditions may, however, have been previously entered or defined by the player with the mobile device.

The mobile device may have various ways of determining if the mobile device is proximate to a game. The mobile device may include a location sensor or detector. For example, the mobile device may include a GPS reader. For example, the mobile device may receive signals from multiple fixed beacons with known locations and triangulate its own location based on arrival times of the signals from the fixed beacons. The mobile device may store records of the locations of various games. For example, the mobile device may include an internal map detailing the locations of various games. If the mobile device determines that it is at a particular location, and finds that the particular location happens to be close to the location of a game (e.g, as determined from the internal map), then the mobile device may determine that the mobile device is proximate to the game. The mobile device may thereby initiate communication with the game.

In various embodiments, a game (e.g., a gaming device; e.g., a table game) may include a beacon or antenna that broadcasts signals within a short range. For example, a game may include a radio frequency identification (RFID) tag. The signal broadcast by the game may be detectable within a certain radius of the game. The mobile device may include a receiver which is capable of detecting the signal broadcast from the game. If the mobile device detects the signal, the mobile device may initiate communication with the game.

In various embodiments, a game (e.g., a gaming device; e.g., a table game) may initiate communication with a mobile device. In various embodiments, a game may detect when the mobile device is proximate. For example, the mobile device may contain an antenna that broadcasts signals within a short radius of the mobile device. For example, the mobile device may include a radio frequency identification (RFID) tag. A game may detect the presence of the tag and may initiate communication with the mobile device.

In various embodiments, the mobile device may broadcast signals. The signals may be detected at fixed detectors at known locations, e.g., at known locations in a casino. The position of the mobile device may then be triangulated using methods well known to those skilled in the art. For example, based on the travel time of the signal to a fixed detector, a circle may be drawn around the detector indicating possible locations of the mobile device. With several detectors in place, multiple circles may be drawn. The mobile device may be assumed to be located where the circles all intersect, or come close to intersecting. The casino server may be in communication with the detectors. The casino server may thereby derive the location of the mobile device. The casino server may compare the location of the mobile device to known locations of a game. If the mobile device is found to be proximate to a game, the casino may alert the game and/or the mobile device of the proximity. The mobile device may thereupon initiate communication with the game or vice versa.

In various embodiments, a player may participate at a table game via a mobile device. The player may enter bets into the mobile device. The player may have an account balance with the casino. For example, the player may have $10,000 on deposit with the casino. As the player enters a bet, the amount of the bet may be deducted from the player's account balance. When the player wins money in a game, the amount of the win may be added to the player's account balance. In various embodiments, the player may place bets through the mobile device without such bets being revealed to other players. For example, the player with the mobile device may enter bets into the mobile device (e.g., by keying in an amount of the bet) without having to actually place chips on a gaming table. The player with the mobile device thus avoids a situation where other players can see how many chips are being bet by the player with the mobile device. The ability to place a bet without the amount of the bet being revealed to other players (or to spectators) may be important to a player. A player who is betting a lot of money may wish to avoid attracting attention of potential thieves, for example. A player may also benefit from not having to carry large amounts of money away from a table. For example, a player may win $40,000 at a table. Rather than gathering his $40,000 in chips and leaving, the player may have his winning stored in his account with the casino, where they cannot easily be stolen.

The ability of a mobile device to communicate with a game and to allow the player with the mobile device to participate in the game may offer additional benefits. In some embodiments, a table game may be full. For example, every seat at a blackjack table may be currently occupied by players. The player with the mobile device may nevertheless be able to participate in a game at the table. For example, the dealer may deal an extra hand for the player with the mobile device and place such a hand in a spot with no seat in front of it (e.g., in a spot close to the dealer).

In various embodiments, a player may use a handheld device whether the device is used to play a primary game (e.g., against the dealer) or whether the device is used to play a secondary game.

In various embodiments, a player participating in table game using a mobile device may send a tip to the dealer of the game using the mobile device. For example, the player may use input devices (e.g., keys; e.g., a touch screen) on the mobile device to indicate a desire to provide a tip and to indicate an amount of a tip. The amount of the tip may be deducted from an account balance that the player has with the casino. The amount of the tip may be credited to an account of the dealer. The dealer may be authorized to take an amount of chips equal to the tip from the table and put such chips in his pocket, for example. Using a mobile device, a player may indicate: (a) an amount of a tip to provide; (b) a message to be associated with the tip (e.g., “Hi, this tip is from Joe”; e.g., “Hi, thanks for the cards last hand!”); (c) a dealer to which to provide the tip (e.g., the player may be simultaneously participating in games at two or more tables and may need to specify a dealer); (d) whether or not the tip will be provided anonymously; and so on. In various embodiments, when a tip is sent to a dealer, the dealer is informed of the originator of the tip. In this way, the player sending the tip can receive his due appreciation from the dealer. A screen at a game table may provide a message indicating who provided the tip. For example, the screen may display a message for the dealer saying, “John Brown just gave you a $5 tip.” In some embodiments, the dealer may view a picture of the player providing the tip. In this way, the dealer may be able to see visually who among the players standing near the table provided the tip. In various embodiments, a dealer may receive a message saying that a tip came from a mobile device player in the area. For example, the message might say, “a mobile device player in the area has just given you a tip of $1”.

In various embodiments, a player may participate in a game via a remote device or terminal. A player may participate via a fixed terminal containing a display screen, processor, memory and communication device, for example. A player may also participate via a mobile device. In various embodiments, a remote terminal can play a game on behalf of the player. In various embodiments, a remote device may make game decisions on behalf of the player. Such game decisions may include decisions of whether to hit or stand in blackjack and decisions on which cards to draw in a game of video poker. In various embodiments, a remote device may make decisions as to how much to bet. Decisions about amounts to bet may include decisions about how much to bet at the start of a game, decisions about whether or not to add to a bet (e.g., decisions about whether to double down in a game of blackjack) and decisions about how much to bet during the course of a game (e.g., during the course of a game of poker).

The player at the remote terminal may authorize the remote device to make decision in a game on his behalf. The player may, for example, type in his initials to indicate that he is authorizing the terminal to make game decisions on his behalf. The player may specify constraints or parameters for the decisions. For example, the player may specify an amount of a bet to be made on any given game, a maximum amount of a bet to be made on any given game, a total number of games to be played, and so on. In some embodiments, a player may authorize the remote device to make bets on games until the player has won or lost a certain amount. For example, the player may authorize the device to continue betting on behalf of the player until the player has either doubled his current bankroll (e.g., an amount the player has on deposit with the casino) or until the player has lost half of his bankroll. In various embodiments, the player may specify a strategy to be used in a game. For example, the player may specify what action should be taken in a game of blackjack should the player have 10 points and should the dealer have a three face up. In some embodiments, the player may select from two or more pre-defined strategies. For example, a player may tell indicate that he wishes to use a predefined “risky” strategy or a predefined ‘conservative” strategy. In some embodiments, the player may authorize the terminal to play according to an optimal strategy and/or to play according to a strategy that maximizes a parameter, such as an expected amount to be won from a game.

A player at a remote terminal may specify various rules for betting. Rules for betting may include one or more of the following; (a) the terminal is to bet a fixed amount on every game (e.g., $2 on every game); (b) the terminal is to bet an amount on a given game which depends on the result (e.g., win, lose) of the prior game; (c) the terminal is to bet an amount which doubles after every loss, but which is $1 after every win; (d) the terminal is to bet until X amount in total is won; (e) the terminal is to bet until X amount in total is lost; (f) the terminal is always to bet the maximum possible amount; (g) the terminal is to bet X pay-lines (e.g., in a slot machine game); and so on. Rules for betting may further include a number of games to play at once (e.g., 3 games are to be played at once; an amount of time to wait between playing games, and so on. If the player at the remote terminal is a secondary player, rules for the terminal to follow may include rules detailing the way primary players will be selected. Rules for selecting primary players may include rules for selecting primary players based on demographic information; rules for selecting primary players based on the games being played by the primary players; rules for selecting primary players based on historical outcomes of the players; rules for selecting primary players based on amounts being wagered by the primary players; rules for selecting primary players based on a strategy being used by the primary players, and so on.

Random Generators

In various embodiments, a card shoe may automatically deal cards. In various embodiments, a card show may automatically deal cards that are face up so that the cards are visible to a camera that is located above the cards. In various embodiments, cards may be placed into a card shoe face-up. In this way, the cards may be automatically dealt face-up. In various embodiments, a card shoe may show cards without expelling the cards from the shoe. The card shoe may, for example, maintain two internal stacks of cards. Cards may be transferred from the first stack to the second stack, each card shown through a viewing window of the shoe as it is transferred. Once the first stack is depleted, the second stack may be shuffled and put in the place of the first stack. The card from the newly shuffled first stack may then be transferred once again to the place of the second stack. In this way cards may be repeatedly shuffled and dealt without the necessity of a human gathering up expelled cards and placing them back into the shoe. As will be appreciated, many other card shoes may be used. Any card shoe capable of automatically dealing cards may be used, for example. Further, a card shoe may be used in conjunction with any device which can make cards visible to a camera, e.g., by flipping cards over once dealt. A card shoe may be used in conjunction with a card reader. Cards may contain special markings, such as bar codes or other patterns which are machine readable and which serve to identify the rank and suit of the cards. Cards may contain RFID tags which offers signals that identify the rank and suit of the cards.

In various embodiments, a card shoe may deal or reveal cards with variable speed. For example, a card shoe may be capable of dealing cards at a rate between 5 cards per second and 1 card every 3 seconds. The card shoe may include controls which allow a human and/or a computer to increase or to decrease the rate at which cards are dealt. In various embodiments, a card shoe may be slowed down if the card shoe is generating cards for a game with a relatively slow pace. For example, a card shoe may be slowed down when a game using the cards is a high stakes baccarat game. A card shoe may be sped up when a game using the cards is a game of blackjack with many experienced players.

In various embodiments, the cards dealt by a card shoe may serve as a basis for the play of one or more games. For example, a remote player may be involved in a game of video poker. The cards used in the game of video poker may first be dealt from the cards shoes. The rank and suit of the cards dealt may be captured, e.g., by an overhead camera. Depictions of the cards may then be recreated at a remote terminal of the player.

In various embodiments, a card shoe may be under manual control. For example, a human or computer may indicate to the card shoe when to deal a new card. In this way, a new card may be dealt only when necessary in a game. For example, if a player is using the cards dealt from a card shoe for a game of video poker then the remote terminal of the player may instruct the card shoe to deal new cards only when the player has indicated which cards to discard from an initial hand. The cards dealt from the shoe may then be used as replacement cards for the cards discarded. Further, the shoe may be instructed only to deal as many cards as are needed to replace the cards being discarded by the player.

In various embodiments, a card shoe may deal cards at a constant rate. In various embodiments, a card shoe may deal cards according to a set schedule. The card shoe may, for example, deal one card every second. Any player and/or any game may be welcome to access the cards dealt from the card shoe. For example, a player at a remote terminal may require 10 cards for a game of blackjack. The terminal may then retrieve data about the next 10 cards dealt from a card shoe. The data about the cards may then be used to recreate images of the cards, to deal representations of cards, and to determine whether the player won in the game of blackjack or not.

In various embodiments, data about cards dealt from a card shoe may be stored. The data may be stored at a casino server, at a remote terminal conducting games for players, or at any other location. When data about cards are needed for a game, the data may be retrieved. Data may be retrieved about cards that had been dealt in the past, such as 10 minutes prior to a game being conducted, such as 1 day prior to a game being conducted, or such as a year prior to a game being conducted.

Cards dealt from a card shoe may be read in various ways. Image processing algorithms may recognize the characteristic card patterns or images. For example, an image processing algorithm may be used to count the number of pips on a card and/or to determine the suit of the card from the shape of the pips. For example, optical character recognition technology may be used to discern the rank of a card based on a letter or numeral printed on the card. In various embodiments, a card may include a bar code or other pattern. A laser may be used to read the bar code. A card may contain an RFID chip or other signaling device for communicating the identity of the card.

In various embodiments, a live human dealer may deal cards. The dealer may deal cards for a live game at a casino. In various embodiments, a dealer may simply deal cards. There may be no live players, e.g., primary players, near the dealer. However, the cards dealt by the dealer may be used as the basis for other games, such as for remote games. Accordingly, in some embodiments, a human dealer may deal cards face up. The cards may be read by a camera or other device. In some embodiments, the dealer may key in the identities of the cards. The cards may then be used in the games of remote players.

In some embodiments, multiple card shoes, live human dealers, or other card dealing entities may deal cards. In some embodiments, a first remote game may use cards from a first card shoe and a second remote game may use cards form a second card shoe. In some embodiments, a first remote game may use cards from two or more card shoes. For example, a remote game may use three cards dealt from a first shoe and two cards dealt from a second shoe in order to create an initial hand of poker. It will be appreciate that the use of cards from multiple shoes may result in the possibility of different outcomes. For example, if cards are used from a single shoe containing only one deck in a game of poker, hands with five-of-a-kind may not be possible. However, if cards are used from two different shoes, then a five-of-a-kind hand may be possible even if both shoes are only dealing a single deck of cards.

In some embodiments, a game and/or a player may use cards in alternating fashion from two shoes. For example, a game may use the first, third, and fifth cards dealt from a first shoe, and a second and fourth cards dealt from a second shoe. In various embodiments, a single game may use cards from any number of shoes, such as from five different shoes. In various embodiments, a the same card may be used in two different games. For example, a card dealt from a shoe may be used in a remote game of blackjack and in a remote game of video poker. In various embodiments, a card dealt from a shoe may be used in a first game of blackjack and in a second game of blackjack. In various embodiments, historical data about cards dealt from a shoe or about cards dealt by a human dealer may be recorded. The historical data may be made available for viewing, for searching, for analysis, or for any other use by a player. A player may select a shoe to use for a game. For example, a player may view data about the last 100 cards dealt at each of two shoes.

The player may decide that the second shoe is the luckier shoe because it has dealt cards that have lead more often to player wins in a game of blackjack.

In various embodiments, a card shoe may deal to a certain penetration and no more. For example, a card shoe may contain 312 cards. However, following a shuffle, the card may deal less than the full 312 cards in the shoe. This may prevent a player from counting cards. For example, a card shoe with 312 cards may only deal 100 of the cards before reshuffling. In some embodiments, a card shoe may continuously shuffle cards. For example, following the deal of a set of cards, each card may be randomly inserted into the remainder of the deck. For example, following each deal, the entire deck of cards may be reshuffled.

In various embodiments, a card shoe or other card dealing device may have an associated applications programming interface (API). The API may include various commands that may be given by remote terminals to the shuffler. There may be commands for dealing a new card, for shuffling, for increasing the dealing speed, and for decreasing the dealing speed, among other commands. In various embodiments, an API may define the way in which a card shoe will communicate to a remote terminal which cards have been dealt. For example, the API may allow a remote terminal to understand a particular sequence of data as the ace of spades.

In various embodiments, one or more APIs may define the communication between a card shoe and a casino server. The casino server may, in turn, relay information about cards dealt to a terminal which is conducting a game for a player. In various embodiments, one or more APIs may define the communication between a server and a terminal. The APIs may define commands by which the terminal can request a card from the server, can request an increase in dealing speed, can request a decrease in dealing speed, or can make any other command or request.

Various games employ the use of dice. Examples include craps and Sic Bo. In various embodiments, machines may be used to roll dice automatically. A reader may determine the results of the dice rolls. For example, an image may capture the rolls of the dice and may determine what number has been rolled on each die. Data about what number has been rolled on a die or dice may be transmitted to a remote terminal. The remote terminal may conduct a game using data from the dice. For example, the remote terminal may use data about what numbers were rolled on three dice in order to allow determine the results of a game of Sic Bo played by a remote player.

In various embodiments, a basket may include one or more dice. The basked could be a cylinder, a tube, a parallelepiped, or any other enclosure, including any enclosure with two flat opposing surfaces. The basket may be transparent in one or more of its surfaces. In various embodiments, the entire basket may be transparent. In various embodiments, the basket may include two normal resting positions. In a first resting position, one of two flat opposing surfaces is parallel to the ground and is the closest surface to the ground. In a second resting position, the other of the two flat opposing surfaces is parallel to the ground and is the closest surface to the ground. As will be appreciated, in each of these two resting positions, the dice within the basket will most likely come to rest on the lower of the two flat opposing surfaces (i.e., the surface closest to the ground). When the basket has come to one of the normal resting positions, the dice within the basket may be read by a reader. Once the dice have been read, the basket may be flipped 180 degrees so that the surface that was closest to the ground is now closest to the sky, and the surface that was closest to the sky is now closest to the ground. The flipping of the basket should then cause the dice to fall to the surface that is now closest to the ground. The dice will presumably fall in a chaotic or unpredictable way so that when they land on the new bottom surface, a new set of random numbers will have been generated. In various embodiments, the basket may be controlled by a stepper motor. The stepper motor may accurately control the flipping of the basket so that, at rest, the opposing flat surfaces can be parallel to the ground. It will be appreciated that in various embodiments, other basket shapes may be used. For example, the basket may include a single surface which is always held substantially parallel to the ground. To randomize the dice, the basket may be shaken. In various embodiments, the dice contained in the basket may include RFID tags. Each face of the die may include its own RFID tag, for example, a detector located above the basket may detect which RFID tag is the closest of the six on a given die, and may thereupon determine which number has been rolled on the die, for example.

In various embodiments, a random event may be used to supply data for use in one or more games. For example, as described herein, the shuffling and dealing of cards may determine a number of random events. The results of the random events may include which cards end up being dealt. In various embodiments, the random events may generate results from a limited set of enumerated outcomes. For example, the result of the roll of a die is an outcome from the set of integers 1, 2, 3, 4, 5, and 6. For example, the result of the dealing of a card from a standard set of 52 cards is a card that with one of only 52 unique identities. In various embodiments, data describing one of a first set of enumerated outcomes may be transformed into data describing one of a second set of enumerated outcomes. In various embodiments, several outcomes from a first set may be combined to create one outcome from a second set of possible enumerated outcomes. In various embodiments, one outcome from a first set of enumerated outcomes may be decomposed into several outcomes from a second set of enumerated outcomes. For example, a first random event may be the dealing of a card. A card may be used to generate the outcomes of two dice. For example, the two of clubs may correspond to a roll of two dice where each die shows the number 1 on its top face.

In another example, three dice are rolled. The three dice are used to define the rank and suit of a card. For example, a first die is rolled. If the first die shows a one, then the card is a club. If the first die shows a two, then the card is a heart. If the first die shows a three, then the card is a diamond. If the first die shows a four, then the card is a spade. If the first die shows a five or a six, then the die is rolled again until it shows a 1 through 4. The second die is then rolled. If the second die shows a one, two, or three, then the third die is rolled. If the second die shows a four, five, or six, then the second die is rolled again. The second die is continually rolled until the second die shows a 1 through 3. If the second die shows a three and the third die shows a 2 through 6, then the second and third die are rolled again. In other words, the second die will have to be rolled again until it shows a 1 through 3. The third die will also be rolled again under the same circumstances as it had been originally. If, however, the second die shows a three and the third die shows a 1, then the rolling stops. In the end, if the second die shows a 1, then the card rank will be ace if the third die shows a 1, 2 if the third die shows a 2, 3 if the third die shows a 3, four if the third die shows a 4, five if the third die shows a 5, and six if the third dies shows a six. If second die shows a 2, then the card rank will be 7 if the third die shows a 1, 8 if the third die shows a 2, 9 if the third die shows a 3, 10 if the third die shows a 4, jack if the third die shows a 5, and queen if the third die shows a six. If the second die shows a 3 and the third die shows a 1, then the rank of the card will be king. No other dice combinations are possible since the dice would have been re-rolled if such combinations occurred.

It will be appreciated that there may be many other algorithms for transforming data describing one set of enumerated outcomes into data describing another set of enumerated outcomes. Any other such system may be used. Thus, in various embodiments, cards dealt from a shoe may be used to conduct a game of craps. Dice rolled in a basket may be used to conduct a game of video poker. Coin flips may be used to conduct a game of Sic Bo or casino war. In general, any set of outcomes may be used, either individually or in combination, to generate data describing any other set of outcomes.

Verification of Random Event Generators

In various embodiments, a player may be engaged in a game that relies upon data from random events. The random events may occur at a location separate from the location of the player. For example, the player may play a game on his mobile gaming device in New Jersey, where such game relies upon random events that occurred in Nevada. The random events may also occur at a different time from the time when the player is playing. For example, a player may play a game of video poker. The cards the player receives may be based on cards dealt three weeks ago from a card shoe in a casino warehouse. The random events may also occur in a different type of game than that being played by the player. For example, the random events may occur in a game of craps, while the player is playing a game of blackjack.

In various embodiments, a player may wish to verify the authenticity of random events which determine the outcomes and payouts of the player's game. For example, if the player repeatedly loses games, the player may come to suspect that the outcomes of his games where not generated fairly. The player may therefore wish to receive some assurance that the outcomes were, in fact, generated fairly.

In various embodiments, a player may request to see verification of an outcome, payout, and/or result of a random event. The player may use one or more input keys, buttons, or devices to request authentication. For example, an area on the touch screen of a player's mobile gaming device may include a button. The button may be labeled “authenticate”, “verify game outcome”, “check outcome”, “view source of outcome”, or other labels. The player may touch the button in order to view or otherwise receive information about the outcome, payout and/or result of his game.

In some embodiments, video may be generated depicting the manner by which random events generated the results used in the player's game. For example, when random events are used to generate results, the events may be filmed. For example, the rolling of dice may be filmed. As another example, the dealing of cards may be filmed. The film may be stored, e.g., as a digital file in a database of the casino. The film may be indexed or otherwise labeled in such a way that it is associated with a particular result or event. For example, the file name of a video file may be “Event 93048200 of Dec. 13, 2010”.

In various embodiments, a player may request to see video depicting the random events which generated the results used in the player's game. The player may then be shown the video. The video may show cards being dealt, dice being rolled, roulette wheels being spun, or whatever was the source of the results that led to the outcome of the player's game. The video may be transmitted from the casino server to the player's mobile gaming device, for example. The mobile gaming device may show the video to the player on its display screen.

Variable Inputs to Outcome Generators

In various embodiments, a machine, device, or other entity that generates random outcomes may be under the control of a player. The control may be either direct or indirect. For example, a player may have the opportunity to physically spin a roulette wheel so as to generate a random roulette outcome. For example, the player may have the opportunity to physically jostle a basket with dice so as to generate a new roll of the dice. A player may exert indirect control over a machine that generates random outcomes by sending commands to the machine. Commands may be sent via a terminal, such as via a mobile device. For example, a player may press a button at a remote terminal that instructs a machine-controlled roulette wheel to spin. The remote terminal may relay the request of the player to the casino server. The casino server may, in turn, instruct the machine controlling the roulette wheel to spin the roulette wheel.

In various embodiments, a player may not only issue commands to generate an outcome, but may also issue commands as to how the outcome should be generated. The player may specify, for example, a degree of physical force that will be applied with an outcome generating device. For example, a player may specify that speed (e.g., in terms of revolutions per second) with which a roulette wheel will be spun. A player may specify that amount of time that a basket with dice will be shaken before the dice are allowed to come to rest. A player may specify the amount of time cards must be shuffled before they can be dealt. Thus, in various embodiments, a player may specify inputs that fall along a range of possible inputs. For example, the speed or the force with which a roulette wheel is spun may vary over a continuous range. The player may specify a speed or force. The player may specify a force using a dial, a mouse, or another input device which can provide a continuous range of inputs. For example, a player may use a mouse to manipulate the level of a bar on a display screen of the terminal. If the bar is at a high level, then a roulette wheel will be spun with a high initial speed. If the bar is at a low level, then the bar will be spun with a low initial speed.

In various embodiments, a player's status may determine what kind of control he is allowed to exert over an outcome generating device. For example, in various embodiments, if a player is a high-roller (e.g., if the player places more than a predetermined total amount of wagers per visit to a casino), then the player may be allowed to define a variable input into an outcome generating device. However, a player who is not a high-roller may be allowed only to tell a device whether or not to generate an outcome.

Index of Gaming Data

In various embodiments one or more statistics may be used to summarize a set of games, outcomes, player earnings, or other occurrences at a casino. The statistic may be called an index. Thus, for example, there may be a “Roulette Red Index” which summarizes the proportion of the time that roulette wheels across the casino have landed on red in a given time period. There may be a “Blackjack Index” which summarizes the proportion of times that a Blackjack has been dealt to a player across the casino. Other indexes may summarize data about: (a) the number of times a particular outcome has occurred (e.g., the number of times the a jackpot outcome has occurred); (b) the amount of money one or more players have won (e.g., the average amount of money slot machine players have won in the last hour); (c) the number of times a particular symbol has occurred (e.g., the number of times a “cherry” symbol has occurred at a bank of slot machines); (d) the number of times a particular intermediate outcome has occurred (e.g., the number of times a particular starting hand of video poker has occurred); (e) the number of times a player has achieved a certain hand (e.g., the number of times a player of Texas Hold'em has achieved a full-house; e.g., the number of times a player at blackjack has achieved a point total of 20); (f) the number of times a dealer has achieved a certain outcome (e.g., the number of times a dealer has achieved a point total of 20 in a game of blackjack); (h) the number of times a particular score has been reached in a game of sports (e.g., in a game of sports on which players can bet in a sports book); (i) the number of number of players who have won more than $100; and so on. An index may summarize data from a given time period, such as from the current day. For example, an index may summarize the proportion of times that a seven has been rolled on the first roll in craps during the current day. An index may summarize data in absolute numbers. For example, an index may describe the total number of spins at a roulette wheel that have resulted in the number 12 during the current day. Such an index may be called the “12” index, for example. An index may summarize data as a proportion. The index may indicate a ratio of the occurrence of one outcome to the occurrence of another outcome. The index may indicate the ratio of the occurrence of one outcome to a number of games played. For example, an index value of 2.7% may indicate that the number 12 has occurred in 2.7% of roulette spins during the current day.

In various embodiments, an index may summarize data from a particular area of a casino. For example, an index may summarize player winnings from the first floor of a casino, or from a particular bank of slot machines. An index may summarize data from a particular type of machine. An index may summarize data from slot machines. An index may summarize data from video poker machines. An index may summarize data from table games. An index may summarize data from progressive slot machines. An index may summarize data from video slot machines.

In various embodiments, an index may include a weighting of certain events, games, or outcomes over others. An outcome may be weighted depending on the number of bets that have been placed on it. For example, if the number 17 occurs at a roulette wheel with 5 people playing, the “17” index may increase by 5 times as much as does the “8” index when it occurs at another roulette wheel at which only one person is betting. In various embodiments, game or outcome may be weighted in the index based on the size of the wager placed on the game or index. For example, if a person bets $100 and receives a blackjack, a “blackjack” index may go up by 10 times as much as it would when a person places a $10 bet and receives a blackjack. A game or outcome may also be weighted according to the size of one or more payouts that are possible in the game. For example, an outcome at a game which has a jackpot of $10,000 may receive twice the weighting as does an outcome which has a jackpot of $5,000.

In various embodiments, there may be an index associated with a particular player. For example, a primary player may have an index. A secondary player may decide whether or not to participate in the games of the primary player based on the level of the index.

In some embodiments, there may be an index for a group of players. For example, there may be an index for all players within a certain age range, for all people from a certain geographic location, for all people of a certain gender, for all people that prefer a particular type of game (e.g., blackjack), and so on. In some embodiments, there may be an index for groups of players based on their amounts wagered. For example, a “large cap” index may summarize statistics about players who bet $25 or more per game. A “small cap” index may summarize statistics about all other players.

Improved Odds and Commission

In various embodiments, a player may be given improved payout odds on a game in return for paying a fixed commission. For example, in a game of roulette, a player who has bet $1 on a winning number might typically receive his $1 back plus an additional $35. In some embodiments, the payout for achieving a winning number in a game of roulette might increase to $37. In this way, a player could expect to lose $1 with probability 37/38, and to make $37 with probability 1/38, assuming an American roulette wheel with 38 spaces on it. The player would thus have expected winnings and expected losses of 0, making the bet a bet with true odds. However, in general, a casino may wish to maintain a house advantage on a bet so as to generate profits for the casino. Accordingly, the casino may offer a payout of $37 when the player wins, but may charge the player a $2 commission whenever the player wins. Thus, the casino may maintain a house advantage by charging a commission even though the bet was made at true odds.

Thus, in various embodiments, a player may place a bet with true odds. In other words, a player may place a bet such that his expectation from the game is zero. However, for one or more outcomes, the player may owe a commission to the casino. The commission may be deducted from the amount paid in a winning outcome.

In various embodiments, a player may make a bet with a positive expectation. In other words, the player may make a bet such that the player has an advantage, i.e., such that the player can expect to win, on average, more than the amount of his bet. However, the house may profit from the game by charging a commission to play the game. The commission may exceed the amount that the player might expect to profit from the game. For example, a player may make a $1 bet in a game in which the player can expect to win $1.05, on average. Thus, the player has an advantage in the game. However, the casino may charge the player a $0.10 commission to play the game. Thus, accounting for the commission, the casino will still be able to profit from the game, on average.

In some embodiments, a player may make a bet in a game in which the player is guaranteed to win back more than the amount of his bet. For example, if the player places a bet of $1, the player may be guaranteed to win back at least $1.05, for a net profit of $0.05. However, the player may be charged a commission for the game. For example, the commission may be equal to $1.05. The commission may serve to make the game profitable for the casino when the commission is taken into account.

Displaying Data

Any data generated or gathered at a casino or from any other source may be displayed to one or more players. The data may also be displayed for viewing by one or more casino representatives. Data may also be communicated in other ways, such as through announcements over a public address system, or such as over radio waves. As described herein, the data displayed may include data about historical outcomes, summary statistics, data about the performance of one or more players, data about the performance of one or more gaming devices, data about the performances of one or more dealers, data about the size of one or more jackpots, data about data trends, data about one or more outcomes, data about one or more historical outcomes, and so on.

Data may be displayed in a number of areas. Data may be displayed: (a) on the display screens of gaming devices (e.g., on the display screens of gaming devices that are not currently in use); (b) on wall-mounted monitors; (c) on electronic signs; (d) on walls, ceilings, or other services via projection displays; (e) on the screens of terminals at which secondary players participate in games; (f) on the screens of mobile devices; (g) on the televisions screens of hotel-room televisions; (h) on display screens inside elevators; and so on. Data or representations of data (e.g., graphs, tables, etc.) may be printed on paper or other materials, and may be distributed or otherwise made available. Data may be printed on restaurant menus. For example, a restaurant menu may feature the name of the primary player who won the most consecutive games of blackjack during the day. Data may be posted on signs located above gaming devices. For example, a sign above a gaming device may indicate that the gaming device has paid out more than $2000 in the past 24 hours. Data may be displayed on signs located above banks of gaming devices. For example, above a bank of gaming devices, a sign may indicate the name of the player who has had the best record of winnings at the bank of gaming devices within the past 24 hours.

In various embodiments, data gathered or recorded may be made available on a network, such as on the Internet. A person may access the data by going to a particular address on the network, such as to a particular Uniform Resource Locator (URL) address. The address may contain data viewable in a particular format, such as in HTML format. The data may be accessible by an Internet browser, such as via Internet Explorer®. In various embodiments, data may be accessible through various links. Each link may lead to a different address on the network. A given link may provide access to data of a certain type. For example, a given link may lead to data about individual players' performances. Another link might provide access to data about the performances of gaming devices. Another link might provide access to data about the performance of a dealer. In various embodiments, a first link might lead to data gathered at a first casino (e.g., data about games at the first casino) and a second link might lead to data gathered at a second casino.

In various embodiments, a casino that is associated with a hotel might transmit gaming data over one or more television channels. For example, a channel on a cable television system might be devoted to providing or displaying casino data. In some embodiments, a first channel might be devoted to a first type of data, a second channel to a second type of data, and so on. For example, a first channel might display data about the outcomes generated at a set of blackjack tables. A second channel might display data bout the outcomes generated at a set of roulette tables.

In various embodiments, data may be displayed with a certain prominence if the data is of a certain level of significance. For example, a casino may contain a large sign in a central location that is widely visible throughout the casino. The sign may be used to display only the most significant data. For example, the sign may display the last ten people to have won more than $1000. The casino may contain further signs in less prominent locations. For example a digital sign may be visible only in the general area of a particular bank of slot machines. The sign may display the names of the last ten players to win more than $100 at the bank of slot machines. Thus, in various embodiments, data may be displayed at a particular location if the data has been gathered in the vicinity, such as at nearby gaming devices or table games.

In various embodiments, deductions or conclusions based on data may be displayed. For example, suppose that during the last 15 minutes, blackjack players across a casino have won 60% of the blackjack games played. The deduction may be made that blackjack players in general are on a hot streak. Thus, a message may be displayed (e.g., on a sign; e.g., on the screen of a mobile device; e.g., on the screen of a terminal) that blackjack players are hot. Examples of other messages include, “Dealer Joe Smith is dealing great hands tonight”, “Sue Baker is having the night of her life”, “Red is the in color at roulette”, “Billy Bob just won a doozy of a jackpot at slots”, “Sue Smith is going home rich tonight”, and so on.

In various embodiments, data may be printed on pamphlets, receipts, or other paper document or material. A player or other person may desire a certain type of data. For example, a player may wish to have a record of his own outcomes for a period of time. For example, a player may wish to have a record of all the hands of video poker he has been dealt throughout the day. Accordingly, the player may request such a record. For example, the player might go to a casino cage and provide identification (e.g., in the form of a player tracking card). The casino cage may access data stored about the player on the casino server. The casino may then print out data about the player's outcomes from the day. The casino may then provide the player with the records. In various embodiments, a first person might wish to have a record of data about one or more other people. For example, the person might want a pamphlet showing the results of the top 100 players at the casino for the day. The pamphlet might show a name or alias of each of the 100 people together with an amount won by each person. In various embodiments, a person might want a record about a particular machine, a particular dealer, a particular sector of a casino, a particular gaming table, or a particular group of people. The record may contain data about the requested people, device, or entity, such data including outcomes achieved, winnings, losses, number of games won in a row, number of games lost in a row, strategy used, and so on.

In various embodiments, an alert may be generated based on events or outcomes that occur in a game or at a casino. For example, a secondary player may wish to be alerted when any primary player has won more than 5 games in a row at a slot machine. Accordingly, the casino server, the device of the secondary player (e.g., a mobile gaming device), or any other device, may track data as it is received (e.g., from gaming devices). The casino server may process the data and determine whether alert criteria have been met. For example, the casino server may determine whether a win for a primary player constitutes a fifth consecutive win by examining data from the most recent game of the primary player plus data from the four prior games of the primary player. If all of the games were winning games for the primary player, then the casino server may generate an alert for the secondary player. An alert may take the form of a message transmitted to a secondary player. For example, a text message may pop up on the screen of a mobile gaming device of the secondary player. An alert may also be displayed or broadcast for a wider audience. For example, an alert may be broadcast on an electronic sign hanging in a casino. An alert may also be broadcast over radio or other channel for audio broadcasts.

Trends

In various embodiments, a trend may comprise a set of games or outcomes that have a common characteristic and which occur proximate in time and/or which occur consecutively. Common characteristics of outcomes may include: (a) the outcomes are all the same; (b) the outcomes have one or more common symbols; (c) the outcomes have the same associated payout; (d) the outcomes have a positive associated payout; (d) the outcome all have a payout above a certain level (e.g., above 10 units); (e) the outcomes all lead to bonus rounds; (f) the outcomes are all losing outcomes; (g) the outcomes are all winning outcomes; (h) the outcomes are all near-misses; and so on. Common characteristics of games may include: (a) the games have the same outcome; (b) the games have the same payout; (c) the games have a common intermediate outcome (e.g., games of video poker all start out with three cards to a flush); (d) the games all have winning payouts; (e) the games all have losing payouts; (f) the games each contain multiple winning outcomes; (g) the games all reached bonus rounds; (h) the games were all near-misses, and so on.

In various embodiments, a player may bet that a trend will continue. A player may bet that an outcome which will be generated in the future will share a common characteristic with a set of outcomes that had been generated in the past. For example, a player may bet that the same outcome which has occurred in the last five games at a craps table (e.g., the pass line has won) will occur in the sixth game. For example, a player may bet that a point total that a dealer has achieved in the last 5 games of blackjack (e.g., a point total of 18) will be achieved by a dealer in the next game of blackjack. In various embodiments, a player may bet that a trend will continue for a particular length of time. For example, a player may bet that a trend will continue for three more games. A player may bet on the exact number of games for which a trend will continue. For example, a player may bet that a trend will continue for the next two games before the trend is broken. A player may bet on a minimum number of games for which a trend will continue. For example, a player may bet that a trend will continue for a minimum of the next five games. A player may also bet on the maximum number of games that a trend will continue. For example, a player may bet that a trend will continue for no more than 3 games. In various embodiments, a player may bet that a trend will not continue. The player may bet that an outcome which will be generated in the future will not share a common characteristic with a set of outcomes that had been generated in the past.

In various embodiments, a player may bet on the continuance or discontinuance of a trend that had occurred in the past. For example, a secondary player may find a series of consecutive games of roulette played by a primary player in which the outcome was red for 10 consecutive games. The secondary player may not be informed of the results of the game following the 10 consecutive games of red. However, the results of the 11^(th) game may be on record (e.g., in a memory of the casino server). The secondary player may then place a bet on the continuance of the trend. For example, the secondary player may place a bet that the 11^(th) game also resulted in a red outcome. For example, the secondary player may place a bet that the next five games also resulted in a red outcome. The secondary player may also bet on the discontinuance of the trend. For example, the secondary player may bet that the 11^(th) game would not result in a red outcome.

In various embodiments, a trend may describe a number of consecutive wins or a number of consecutive losses. The consecutive wins or losses may represent those of a player, those of a dealer, those of a particular gaming device and/or those of a particular type of game. For example, a statistic may describe the number of consecutive games that have been won at a particular slot machine, regardless of who has played those games. For example, a statistic may describe the number of consecutive games that a dealer has won at a blackjack table. A player, such as a secondary player, may bet on the continuance or the discontinuance of a trend of consecutive winnings and losses. For example, a secondary player may bet that a primary player who has just lost 10 games in a row will lose the 11^(th) game in a row. For example, a secondary player may bet that a craps game will end up with the pass-line bet losing even though the pass-line bet has won for the past 10 games.

In various embodiments, a trend may describe a regular pattern of characteristics among a series of outcomes. The pattern of characteristics need not be such that each outcome has the same characteristic. Rather, the pattern may indicate a regularly varying set of characteristics. For example, a trend may consist of a series of outcomes at a roulette wheel such that every second outcome is a red outcome, and every outcome between red outcomes is a black outcome. In other words, the trend represents a pattern whereby after each red outcome a black outcome occurs, and after each black outcome a red outcome occurs. A player, such as a secondary player, may bet on the continuance of such a trend. For example, if the most recent outcome has been a red outcome, then the player may bet that the next outcome will be a black outcome. A player may bet that such a trend will continue for multiple outcomes. For example, a player may bet that outcomes will alternate between red and black for the next 10 consecutive outcomes.

In various embodiments, a trend may include any pattern. A player may bet on the continuance or discontinuance of any pattern. The player may bet that a pattern will continue for any number of games in the future, or that the pattern will discontinue at a designated point in the future. A payout provided to a player who has bet correctly may depend on the nature of the pattern and on the number of games or outcomes into the future that the player has bet the pattern will continue. For example, a winning player who has bet that a pattern will continue relatively far into the future may receive a higher payout than does a player who has bet that a pattern will continue one or only a few games into the future. For example, if each outcome that would continue a pattern is a relatively rare outcome (e.g., the player has bet that a pattern of green outcomes occurring will continue at a roulette wheel), then the player may receive a larger payout than does a player who bets on the continuation of a pattern with relatively common outcomes (e.g., a pattern of blackjack games where the dealer wins).

In various embodiments, a secondary player may bet on a trend or pattern in the winnings of a primary player. For example, a secondary player may bet that a primary player will have positive net winnings for each of the next four five-minute periods. The primary player may have achieved positive net winnings for the prior 10 five-minute periods, or the secondary player may simply be betting on a new trend occurring. In various embodiments, a secondary player may bet on a trend in a primary player's balance or bankroll. For example, a secondary player may bet that a primary player's bankroll will increase in every ten minute period for the next hour. In various embodiments, a secondary player may bet on a see-saw trend in the winnings or in the bankroll of a primary player. For example, a secondary player may bet that the bankroll of a primary player will increase in the next five-minute period, decrease in the following five-minute period, then increase in the following five-minute period, and so on. In various embodiments, a secondary player may bet that the bankroll of a primary player (or the bankroll of another secondary player) will reach certain points, one after the other. There may, however, be no particular designated time period when the bankroll has to reach the points. For example, a secondary player may bet that the bankroll of a primary player will reach 100, then will reach 50, then will reach 150, then will reach 25, then will reach 155, and so on. The secondary player may win if the primary player's bankroll reaches those points in order. However, the secondary player may lose his bet if the bankroll of the primary player reaches the points out of order. For example, the secondary player may lose his bet if the primary player's bankroll reaches 155 before it reaches 25. Embodiments described herein with respect to a bankroll may also apply to a balance at a gaming device, to an amount of chips at a gaming table, to an amount of net winnings, and so on. For example, a secondary player may bet that the net winnings of a primary player will reach a first point, followed by a second point, followed by a third point, and so on.

Sports

In various embodiments, data may be gathered for sports. For example, data may include a sports score, a number of yards rushed by a particular player in a game of football, a number of runs hit by a particular baseball player, a number of aces served by a tennis player, a number under par achieved by a golf player, and so on. Data may be aggregated over various games. For example, the total runs hit by any player in major league baseball during a particular day may be added up and may define the value of a statistic. A secondary player may bet on values of the statistic. Other exemplary data may include the number of punches connected in a boxing match, the number or three-pointers shot in a game of basketball, the number of collisions in a car race, and so on.

Secondary Player Chooses a Characteristic of a Game

In various embodiments, a secondary player may designate a category for a game of a primary player in which to participate, such that a game falling into the category has certain characteristics. The game may be a game with a certain beginning state. The game may be a game for which certain resolutions have occurred for events in the game. In some embodiments, a secondary player may designate a particular starting hand or category of starting hand in a game of video poker. For example, a secondary player may designate a hand that includes three cards of the same rank. Accordingly, the casino server may search for a game of a primary player which has featured a starting hand with three cards of the same rank. In some embodiments, the secondary player may designate a particular starting point total in a game of blackjack. Accordingly, the casino server may search for a game of a primary player which has featured a starting hand with the particular starting point total. For example, a secondary player may designate a particular dealer up-card in a game of blackjack. Accordingly, the casino server may search for a game of a primary player in which the designated dealer up-card has been dealt. In some embodiments, a secondary player may designate a category of game at a slot machine in which a “cherry” symbol has occurred on the first reel of the slot machine. Accordingly, the casino server may search for a game of a primary player in which a “cherry” symbol has occurred on the first reel of the slot machine. In various embodiments, a secondary player may place a constraint on games in which he wishes to participate. The casino server may then find one or more games for the secondary player meeting such constraints. In some embodiments, the secondary player may place a constraint such that the primary player has won at least X amount in the game. In some embodiments, the secondary player may place a constraint on the game such that the primary player has received a particular card in the game. As will be appreciated, many other constraints may be placed on the game.

Adjusting Game Rules for a Game that has been Chosen for a Particular Characteristic

In various embodiments, a category of game that a secondary player has designated may have an increased likelihood of ending with a particular outcome than does a game chosen purely at random. In various embodiments, a category of game that a secondary player has designated may have an increased likelihood of ending with a particular outcome than does a game started from scratch. For example, if a secondary player indicates a desire to participate in a slot machine game where the first symbol is “cherry”, then the secondary player may be more likely to finish the game with a winning outcome than he would be had he participated in a game started from scratch. For example, if a secondary player indicates a desire to participate in a video poker game where the initial hand contains three cards of the same rank, then the secondary player is guaranteed, if he so desires, to finish the game with three-of-a-kind.

Thus, in various embodiments, when a secondary player has the opportunity to participate in a certain category of game designated by the secondary player, the secondary player may derive an increased advantage in the game, all else being equal. For example, the secondary player may assure that he will participate in a winning game by designating a category of game that will always be winning. In various embodiments, the house may alter a game chosen according to a secondary player's designation in such a way as to increase the house advantage in the game. The house may alter the game in such a way as to provide the house with an equal or approximately equal advantage to what the house would have had if a game had been started from scratch. For example, if the house normally has an advantage of 5% in a slot machine game, and a secondary player chooses to play a particular game in which a “cherry” symbol will occur on the first reel, then the house may alter the probabilities of various subsequent symbols, payouts associated with one or more outcomes, or required bet amounts in such a way as to maintain the house advantage for the game near 5%.

In some embodiments, a secondary player may choose a constraint on a game. For example, a secondary player may apply a constraint on a game such that the game must be a game of blackjack in which the initial hand has a point total of 11. The house may make an alteration to the game such that the probabilities of various outcomes of the games shift in the favor of the house. For example, in the aforementioned example of a blackjack game in which the initial primary player hand has a point total of 11, the house may alter the remaining portion of the deck of cards by removing all ten-valued cards. This may shift the advantage towards the house (though not necessarily make the house the favorite) because it would lessen the player's chance of achieving 21 points and would also lessen the dealer's chance of busting. Thus, the house may have made an alteration to the game that decreases the player's chance of achieving a particular outcome or category of outcome. At the same time, the alteration may increase the player's chance of achieving a particular outcome or category of outcome (e.g., a hand with less than a 21 point total). In various embodiments, the house may make an alteration to a game in order to increase or decrease the probability of one or more outcomes. In various embodiments, the house may alter a probability directly (e.g., by changing probabilities used in a random number generator used to create game outcomes), or may make an alteration which has the effect of altering a probability of an outcome (e.g., the house adds or removes cards from a deck of cards which has the effect of changing the probability of an outcome).

In some embodiments, a payout associated with an outcome may change. For example, suppose a secondary player indicates a desire to participate in a game in which the point total for the primary player's initial hand was 11. In response, the house may reduce the payout associated with a player win. Rather than paying $10, for example, a winning outcome may only pay $10.

In some embodiments, a required bet amount may change. For example, suppose a secondary player wishes to participate in a slot machine game in which the first two symbols are “bell” symbols. Rather than requiring the secondary player to bet $1, as might be typical for the game, the house may require the secondary player to bet $5. Meanwhile, the payouts may not change vis-à-vis a game in which the secondary player set no particular constraint.

In some embodiments, a rule of the game may change. For example, a secondary player wishes to participate in a game of blackjack in which the dealer begins with a point total of 13. A rule may change which allows the dealer to make any decision at any time, including hitting with an 18 if a player has a 19. By changing a rule of a game, the house may effectively alter the probabilities of one or more outcomes.

In some embodiments, a payout ratio may change. For example, a particular outcome may pay 5 to 1 given a constraint imposed by a secondary player, whereas ordinarily the same outcome might pay 20 to 1.

In various embodiments, changes made to rules, probabilities, payouts, and payout ratios may favor the player. For example, the secondary player may apply a constraint to a game which is unfavorable to the secondary player. For example, the secondary player may indicate a desire to participate in a game of blackjack where he begins with a point total of 15, with no aces. Such a starting hand is considered a bad hand and significantly lowers the secondary player's chances of winning According, for example, a payout associated with a player win may be increased so as to compensate the secondary player for the disadvantageous starting hand.

In various embodiments, a secondary player may indicate desired odds for achieving one or more outcomes in a game. In various embodiments, a secondary player may indicate desired odds for achieving any of a set of outcomes, such as desired odds for achieving any winning outcome. For example, a secondary player may indicate that he wants his odds of achieving a winning outcome to be 1:2, i.e., he wishes to achieve one winning outcome for every two losing outcomes, on average. The casino may accordingly select a set of games of a primary player such that within the set of games, there is one winning game for every two losing games. The casino may then randomly select a game from among the set of games and allow the secondary player to participate in the selected game. In various embodiments, the casino may adjust or determine a payout of an outcome of a game in response to the secondary player selecting the odds for an outcome of the game. Note that the payout adjustment need not necessarily occur for the same outcome for which the secondary player has selected odds. For example, the secondary player may indicate desired odds for a first outcome and the casino may adjust the payout for a second outcome. In various embodiments, the casino may adjust the payout for one or more outcomes so as to counteract the advantage that the secondary player may obtain from selecting the odds of an outcome. For example, if the secondary player indicates desired odds for achieving an outcome, where such odds are greater than the standard or typical odds of achieving such outcome, then the casino may reduce a payout for one or more outcomes from what the typical payout would be. If a secondary player indicates desired odds for an outcome, where such odds work to the secondary player's disadvantage (e.g., the secondary player has indicated desired odds for a winning outcome that are less than the typical odds for the winning outcome) then the casino may change a payout associated with one or more outcomes in the secondary player's favor, e.g., the casino may increase one or more payouts. In some embodiments, the casino may adjust one or more payouts so as to maintain a constant or near constant house advantage. For example, the casino may change payouts so as to assure that the house advantage after adjustments in the odds of an outcome and in payouts is nearly the same as the house advantage was before the adjustments in odds and payouts. In some embodiments, if the secondary player indicates a desire for increased odds of a first outcome, then the casino may decrease the odds of a second outcome. For example, the casino may find a set of games of a primary player in which the first outcome occurs more than usual, but in which the second outcome occurs less than usual. The casino may then select a game at random from the set of games so as to allow the secondary player to participate. It will be appreciated that in the embodiments described herein, the secondary player could just as readily indicate a desired probability for one or more outcomes instead of indicating desired odds. It will be appreciated that a simple mathematical transformation can transform odds into probabilities, and vice versa.

In various embodiments, a secondary player may indicate desired payout for an outcome. For example, the secondary player may indicate a desire for a payout that is greater than the payout ordinarily associated with the outcome. Accordingly, the casino may adjust the probability of the outcome occurring. For example, the casino may reduce the probability of the outcome occurring. In various embodiments, the casino may reduce the probability of an outcome by selecting a pool of games of one or more primary players in which the outcome has occurred less frequently than would ordinarily be expected. The casino may then select a game at random from among the pool of games and allow the secondary player to participate in the selected game. In various embodiments, the casino may adjust the probability of an outcome that is different from the outcome whose payout the secondary player has asked to be adjusted. For example, the secondary player may indicate that he wishes to increase the payout for a first outcome. The casino may then adjust the probability of a second outcome. The second outcome may be a winning outcome. In various embodiments, the casino may make an adjustment to the probability of occurrence of one or more outcomes so as to counteract adjustments made to payouts in the secondary player's favor. In various embodiments, the casino seeks to maintain the same or nearly the same house advantage before and after any adjustments made by the secondary player and the house. For example, if a house advantage is ordinarily 5% for a game, then the house may seek to counteract any adjustments made to payouts by the secondary player so as to maintain the house advantage for the game at 5%.

In various embodiments, a secondary player may set a payout, a probability, and/or odds using a dial. The dial may allow the secondary player to adjust a setting along a continuum or near continuum by turning the dial to the appropriate degree. The secondary player might also use a scroll bar, a mouse, an arrow key, or any other input device in order to indicate a setting. In response to the secondary player adjusting a first setting, the house may adjust a second setting so as, for example, to maintain a constant house advantage. The house may adjust a setting for a probability by selecting an appropriate pool of games of a primary player such that a frequency of occurrence of one or more outcomes is equal to a desired frequency. The house may adjust a payout by simply providing a different payout than is typical in the event of the occurrence of a particular outcome.

In various embodiments, the house may change the odds of one or more outcomes by altering the composition of a deck of cards. For example, the house may add or remove cards from a deck of cards. In some embodiments, a secondary player may designate a particular category of starting hand of a game. For example, in a game of blackjack, a secondary player may indicate a desire to start with a point total of 18. The house may adjust the composition of the unused portion of the deck in response. For example, the house may add cards with rank three to the deck in order to lessen the dealer's chances of busting.

In some embodiments, a secondary player may indicate a desired starting hand for both the secondary player and for the dealer. For example, the secondary player may indicate a starting point total for the secondary player and the secondary player may indicate a particular up-card for the dealer. In some embodiments, the secondary player may indicate a starting hand for the secondary player and a complete starting hand for the dealer. In some embodiments, the secondary player may indicate a starting hand plus an additional card for the secondary player. For example, the secondary player may indicate a starting hand with two nines plus an additional card of a 10 (e.g., after the secondary has split his initial two cards). In some embodiments, a secondary player may indicate a starting hand for the dealer plus an additional card. In some embodiments, a secondary player may indicate any sequence of initial cards for the primary player and/or any sequence of initial cards for the dealer. The secondary player may specify a point total, a number of cards, the ranks of cards, particular cards (e.g., both rank and suit) and so on. For any indications provided by the secondary player, the casino may search for a game of a primary player that suits the indications. For example, if the secondary player has indicated a desire to participate in a game where a primary player has a starting point total of 18, then the house may search for a game of a primary player with the starting point total of 18.

Records of Performance

In various embodiments, a viewable record may be created for a primary player. The record may include historical performance metrics for the primary player. The record may constitute a profit and loss statement for the primary player. The record may include an indication of an amount won by the primary player over a certain period of time. The record may include an indication of an amount lost by the primary player over a certain period of time. The record may include an indication of a total amount wagered by the primary player over a certain period of time. The time period covered by the record may be: (a) a particular hour; (b) a particular day; (c) a particular week; (d) a particular weekend; (e) the duration of a primary player's stay at a casino; (f) the duration of a primary player's play session at a casino; (g) the duration of a primary player's session at a particular gaming device; and so on. The record may include a breakdown of performance metrics into various categories. The record may show performance metrics by time period, by wager amount, by gaming device, by dealer, by casino, by type of gaming device (e.g., reel slot machine versus video slot machine), or by any other category. For example, the record may include a first set of data describing the primary player's winnings at blackjack during the last day, a second set of data describing the primary player's winnings at video poker during the last day, a third set of data describing the primary player's winnings at roulette during the last day, and so on. In some embodiments, the record may include a listing of individual games played by a primary player (e.g., all games played by the primary player). The listing may include data associated with each game, including an amount wagered, an amount won, an amount lost, an outcome received, a time of the game, a decision made, an initial hand received in the game, a final hand received in the game, an action by a dealer, a hand of an opponent, a decision of an opponent, an amount raised, and so on. The listing may segregate games into different categories. For example, data about all games played at a slot machine may be listed together, while data about all games played at a table game may be listed together.

The record for a primary player may be viewable by the primary player. For example, the primary player may be able to call up a view of the record on the screen of any gaming device, any terminal, any mobile device, any Internet connected device, and so on. The record may be printable, for example, onto a cashless gaming ticket. In some embodiments, the record for a primary player may be viewable by a secondary player. For example, the secondary player may search for the name of a primary player and then view the record for the primary player.

In various embodiments, a primary player may specify limits. The limits may be visible in the record of the primary player. A limit may include a stop limit. The limit may force or encourage the primary player to stop playing if certain criteria are met. For example, the limit may encourage the primary player to stop playing if he has lost $100. In various embodiments, an alert may be sent to a primary player once performance metrics of the primary player meet certain criteria. For example, an alert might be sent to the primary player once the primary player has accumulated winnings of $500. The alert may tell the primary player that he wanted to stop playing once his winnings reached $500.

In some embodiments, a secondary player may receive an alert based on the performance of a primary player. For example, the secondary player may receive an alert when a primary player has won 10 games in a row, when a primary player has lost 10 games in a row, when a primary player's fortunes have swung back and forth three times between winnings and losses, and/or when any other condition has been met. In various embodiments, a secondary player may specify an alert condition. The secondary player may then be alerted if the alert condition is met. For example, once a primary player satisfies an alert condition, the secondary player may be alerted that the primary player has satisfied the secondary player's alert condition. The secondary player may then be given the opportunity to participate in the next game of the primary player. A secondary player may be alerted if a primary player has just won a large payout, if the primary player has won a designated number of large payouts in a particular period of time, if the primary player has won more than a certain amount in the prior hour, and so on. A secondary player may be alerted if a primary player has lost more than a certain amount in the last hour, if the secondary player has had more than 90% of his outcomes be losing outcomes in the last 30 minutes, if the primary player has just had a near miss, and so on.

Data from One Game Used in Another

Various embodiments describe the use of data in a gaming context, such as in the context of casino gaming, mobile gaming, charity bingo, or on-line gaming. In various embodiments, data generated in a first game may be used in a second game. For example, a set of data may be generated in a first game. The set of data may be used to determine an outcome of the first game. The same set of data may also be used to determine an outcome of a second game. For example, in a game of blackjack, 14 cards may be dealt. Data indicating the ranks and suits of the 14 cards may be recorded. Such data may later be used to conduct a game of video poker. In conducting the game of video poker, data about a first 5 of the 14 cards may be presented to a player, leaving 9 cards remaining. The player may select 3 discards, after which data about 3 replacement cards may be presented to the player from the data about the 9 cards remaining. In various embodiments, data in a first game may be generated through physical means. Generation of data through physical means may include generating data through a process that is not solely based on the manipulation of electrons and photons. The generation of data through physical means may include the generating an outcome at a roulette wheel, the dealing of one or more cards from a deck of cards, the rolling of a die, or any other physical or partly physical process. The generation of data through physical means may include the generation of a roulette outcome through the manual spinning of a roulette wheel, e.g., by a casino employee. The generation of data through physical means may include the generation of a roulette outcome through the automatic spinning of a roulette wheel, e.g., by computer controlled motors. The generation of data through physical means may include the rolling of dice by a human, such as a craps player. The generation of data through physical means may include the rolling of dice automatically, e.g., through the motorized spinning of a transparent enclosure containing dice.

In various embodiments, the outcomes and/or the resolutions of events in a first game may be used as inputs for generating outcomes and or resolutions of events in a second game. For example, the outcomes and/or resolutions of events in a first game may serve as random numbers for use in an algorithm for generating outcomes and/or resolutions in a second game. In some embodiments, the outcomes and/or resolutions of events in a first game may be directly used as outcomes or resolutions in a second game (e.g., without any further transformations). In various embodiments, a first game may include a game of a player or a game that has been conducted automatically (e.g., without participation by any player). In various embodiments, a first game may include a game where outcomes or resolutions have been generated through physical processes (e.g., as opposed to electronic processes). For example, the first game may include outcomes or resolutions that have been generated through a roll of dice, through a spin of a roulette wheel, through the dealing of cards, or through any other physical process.

Readers

Data may be recorded from a first game in various ways. In some embodiments, a human may manually enter data from a game. For example, a casino employee may use a key board to key in the numbers 4 and 3, representing the numbers rolled on two dice in a game of craps. In some embodiments, a sensor or reader may detect and record data from a game. A roulette reader may detect and record the spaces in which a roulette ball has landed following a spin of a roulette wheel. An exemplary roulette sensing apparatus is described in U.S. Pat. No. 4,396,193 to Reinhardt, et al., entitled “Roulette wheel directional sensing apparatus”. U.S. Pat. No. 4,396,193 is hereby incorporated by reference. A card shoe may be equipped with sensors and/or algorithms for reading cards dealt from the shoe and determining data about the cards, such as rank and suit. An exemplary such card shoe is described in U.S. Pat. No. 7,029,009 to Grauzer, et al., entitled “Playing card dealing shoe with automated internal card feeding and card reading”. U.S. Pat. No. 7,029,009 is hereby incorporated by reference. In various embodiments, a camera may capture images of a game being played. Data may be extracted from such images, including data about cards dealt, data about rolls of dice, and data about a number generated at a roulette wheel. Such data may be extracted using image processing algorithms, for example. U.S. Pat. No. 4,531,187 to Uhland, entitled “Game monitoring apparatus” describes a “means for optically monitoring the cards played” in a game. U.S. Pat. No. 4,531,187 is hereby incorporated by reference.

Camera

In various embodiments, a camera may record footage of a first game being played. For example, a camera may record footage of dice being rolled, of cards being dealt, of a roulette wheel being spun, and so on. In various embodiments, the footage may be stored. In various embodiments, the footage may be stored in association with one or more tags or other data, including a date during which the filmed game was played, a time during which the game was played, a game identifier, an identifier for a player in the game (e.g., a player's name), an identifier for a dealer in the game, a location of the game, a casino in which the game was played, an indication of the type of game being played (e.g., blackjack; e.g.; craps), and so on. Subsequent to the video footage being recorded, a player involved in a second game may indicate a desire to see the video footage. The player in the second game may be involved in a game that uses data from the game depicted in the video footage. For example, the player involved in the second game may be involved in a game of video poker that uses the same cards originally dealt in a game of blackjack. The player may desire to see film footage of the game of blackjack. The player may desire to see the film footage so as to verify that the cards dealt in the game of blackjack, which are the same cards now being used in his own game, were dealt fairly. Any tags stored in association with the video footage may aid the house or casino in retrieving the video footage upon a player's request. For example, data used in a second game may be tagged with an identifier of a first game. A player in the second game may request to see video footage of how that data was generated in the first game. Accordingly, a casino may search for video footage that is stored in association with the identifier. Any such video footage may then be retrieved and shown to the player in the second game.

Skins

In various embodiments, data generated in a first game may be used in a second game. One or more algorithms may be used to transform the data from the first game into data suitable for use in the second game. For example, data from a first game may include number in a first range. Data suitable for use in a second game may include numbers in a second range. Accordingly, for example, data from the first range may be mapped to the second range using a mathematical transformation, such as multiplication or division by a constant. For example, data from a first game may include data about cards dealt in the first game (e.g., the first game is game of blackjack). Such data may take the form of numbers, where the numbers 1 through 52 each represent a different card in a standard deck of 52 cards. Data required for the second game may include numerical data in the range of 1 to 6, since the second game may be a dice game (e.g., craps). Accordingly, data from the range of 1 to 52 may be mapped to data in the range of 1 to 6.

The mapping may occur as follows. It will be appreciated that many other mappings are possible. A number from 1 to 52 is completely discarded if the number is 49, 50, 51, or 52. If a number is discarded, a second number is then used (e.g., a number representing a different card that was dealt in the first game). If a number is not discarded, the number is divided by eight and the result is rounded up to the nearest integer. Thus, the number 1 will map to the number 1, the number 2 will map to the number 1, the number 8 will map to the number 1, the number 9 will map to the number 2, the number 17 will map to the number 3, and the number 48 will map to the number 6. A mapping has thus been accomplished from a game of cards to a game of dice. Two or more cards may be used from the game of cards (more than two cards may be needed if one of the cards is represented by a number greater than 48) to conduct a roll of dice in a game of craps.

Once data suitable for use in the second game is obtained, an appropriate skin may be used with the second game. The skin may include graphics and play patterns that make the second game more familiar to the player of the second game. For example, once data has been generated which includes numbers between 1 and 6, the casino (or a device of the casino, such as a gaming device) may be used to graphically render the generation of outcomes that corresponds to the data. For example, if numbers 3 and 6 have been generated as data suitable for a second game, the casino may show graphical depictions of the numbers 3 and 6 being rolled on a pair of dice. Thus, the player may engage in a game of craps.

Note that in various embodiments, data used in a second game may be based on data that has been derived from a first game which was played in the past. Thus, the outcome of the second game may be pre-determined, in some sense. However, since the player of the second game may not be familiar with the first game, or since the player may not be familiar with the algorithm used to transform data from the first game into data used in the second game, the player may be unable to take advantage of advanced knowledge of the outcome of the second game.

In various embodiments, data generated in a first game may be used in a second game that is played on a gaming device. The gaming device may be a slot machine, video poker machine, video bingo machine, mobile gaming device (e.g., a mobile gaming device as defined by Nevada bill AB 471), and so on. In various embodiments, data generated in a first game may be used in a second game that is played over a network. Data generated in a first game may be used in Internet gaming, such as in conducting a second game at an on-line casino. Similarly, video footage from the first game may be available for a player who participates in the second game at the on-line casino. By viewing the video footage, the player may become more confident that the data being used in the second game was generated fairly.

Auditing the Data Generated in the First Game

In various embodiments, data generated at a first game or a first series of games may be tested or audited to provide verification that the data is fair. In various embodiments, a test may be performed to verify that the data conforms to some statistical distribution. The statistical distribution may be a distribution that is generally thought to govern in the one or more random processes used to generate the data. For example, a set of data may include data about 10,000 outcomes generated at one of a group of roulette wheels, each roulette wheel having 38 spaces. An applicable statistical distribution may predict that each possible outcome of the roulette wheel would occur approximately once every 38 outcomes, or approximately 263 times out of the data set of 10,000 outcomes. Thus, a test of the data about the 10,000 outcomes might test that each of the 38 possible outcomes of a roulette wheel occurred approximately 263 times out of the 10,000 outcomes. The tests may allow for some deviation. For example, it may be considered acceptable for an outcome to occur from 213 to 313 times. However, if an outcome occurs a number of times that is not between 213 and 313, then the data may be considered suspicious. Data may be required to pass one or more tests, such as tests of statistical distribution, before the data will be permitted to be used in a second game.

Hands as Entry into a Jackpot

Everyone Bets on One Side or the Other

In various embodiments, a single game may allow the participation of two or more secondary players. In various embodiments, the single game may allow the participation of players across an entire casino. The single game may be prominently featured or publicized. For example, the progress of the game may be shown on prominent display screens or monitors throughout a casino. The game may be played on an elevated stage or platform that is visible to many. In various embodiments, the game may allow participation by secondary players in real time. For example, a secondary player may place a bet on the game, the game may occur, and then the secondary player may be paid based on the outcome of the game and the bet of the secondary player. In various embodiments, the game may be played by a primary player. In various embodiments, the game may be played by a primary dealer and the house, or a representative of the casino. For example, the game may include a primary player and a dealer. In various embodiments, the game may be generated electronically. The game may be a game played on a gaming device by a primary player. The game may be played entirely electronically.

In various embodiments, a given secondary player may place a bet that the primary player will win. In various embodiments, the secondary player may place a bet that the house will win. Among all secondary players placing bets on the game, some may bet on the primary player and some may bet on the house. In various embodiments, secondary players may bet on other events as well. For example, secondary players may bet that particular cards will fall, that a particular point total will be achieved, that a particular roll of dice will occur and so. The featured game may be any suitable game, such as blackjack, craps, baccarat, roulette, video poker, or any other suitable game.

In various embodiments, a game may allow the participation of a small group of players. For example, a game may allow the participation of eight secondary players. The secondary players may all be players at one gaming table, in one area of a casino, in one restaurant, or may all be grouped together in some other way. One of the group of players may play the featured game. The other players may then act as secondary players and participate in the featured game. In various embodiments, the player who plays the feature game may rotate amongst the group of players.

Bet on Particular Cards

In various embodiments, a secondary player may bet on a particular events that will occur in a game. The secondary player may bet that a particular roll of the dice will occur, or that the dealer will bust in a game of blackjack.

In various embodiments, a secondary player may bet on particular cards that will occur in the featured game. For example, a secondary player may bet that an ace of spades and a king of hearts will be dealt in the featured game. If the ace of spades and king of hearts do appear in the game, the secondary player may win a significant multiple of his bet, e.g., ten times his bet. The amount that a secondary player wins may be based on the probability with which the resolution of the events the player is betting on is likely to occur. For example, if the secondary player bets on an event resolution with a small probability of occurrence, the secondary player may stand to win relatively more. In various embodiments, the amount that a secondary player stands to win may depend on the specificity with which he specifies the event resolutions of a featured game. For example, a secondary player may stand to win more if he correctly specifies ranks and suits of a set of cards in a featured game than if he simply specifies ranks.

In various embodiments, a secondary player may bet that a particular card will be dealt in the featured game. In various embodiments, a secondary player may bet on a particular combination of cards that will be dealt in the featured game. In various embodiments, a secondary player may bet on an order with which cards will be dealt. For example, a secondary player may bet that an ace will be dealt first, followed by a ten, followed by a queen. In various embodiments, a secondary player may bet on cards that will occur in a player hand. In various embodiments, a secondary player may bet on cards that will occur in a dealer hand. In various embodiments, a secondary player may bet on a first set of cards that will occur in a player hand and on a second set of cards that will occur in a dealer hand. For example, a secondary player may bet that a player will receive a jack of diamonds and a nine of hearts and that a dealer will receive a seven of clubs, two of hearts, and queen of clubs.

In various embodiments, a secondary player may specify each card that will be dealt in the featured game. The secondary player may win only if each specified card is dealt.

In various embodiments, a secondary player may participate in his own game as a primary player. At the same time, the secondary player may bet on the featured game as a secondary player. One or more events that occur in the secondary player's own game may serve to specify the secondary player's bet on the featured game. For example, the secondary player may play a game of blackjack where he receives the ace of spades and the ten of hearts. By receiving such cards, the secondary player may automatically be betting that the primary player in the featured game will also receive the ace of spades and the ten of hearts. Thus, the secondary player's own hand may serve as a specification of a bet placed in a game played by a different player (i.e., the primary player). A hand, a set of cards, a roll of the dice, or any other event in which a secondary participates (e.g., as a primary player) may serve as an entry, ticket, or bet into another game (e.g., into a featured game).

Pari-Mutuel Betting

In various embodiments, betting on a featured game may be pari-mutuel. The house may take a percentage of all bets placed. The pool of bets may then be given to the player or players who have correctly specified the resolution an event in the featured game. For example, the pool of all bets may go to the player who correctly specifies the most cards that are dealt in the featured game. For tied players, the pool may be divided equally and/or in proportion to the bets placed by the tied players.

Progressive Betting

In various embodiments, betting on a featured game may be progressive. All or a portion of bets placed by secondary players may go into a pool. The pool may be won by any secondary player who correctly specifies the resolution of one or more events in the featured game. For example, a secondary player may win the pool for correctly specifying each card that is dealt to the primary player and each card that is dealt to the dealer in a game of blackjack. If there is not a winner of the pool, then the pool may carry over to the next game.

In various embodiments, a secondary player may win a portion of the pool for correctly specifying the resolution of some events but not others, or for being off by a small amount from correctly specifying event resolutions. For example, if a secondary player correctly specifies all but one of the cards dealt in a game, the secondary player may win 10% of all bets placed on the game. As another example, if a secondary player correctly specifies all the suits of the cards dealt but not all the ranks, then the secondary player may win 5% of the pool. As another example, if the secondary player correctly specifies all but one card, and specifies the correct rank but incorrect suit on the remaining card, then the player may win 20% of the pool.

In various embodiments, where there is a progressive pool, a secondary player's own game (e.g., a game in which the secondary player serves as a primary player) may serve to determine the secondary player's entry into the featured game.

Fixed Odds Game

In various embodiments, a bet made by a secondary player in a featured game may be made according to fixed odds. For example, the secondary player may bet that certain events will transpire in the primary game, and may receive a fixed payout based on those events. The secondary player receive different levels of fixed payouts depending on how close the secondary player came to specifying the events that transpired in the featured game.

Player in the Spotlight

The featured game may be a game in which an ordinary casino patron is playing. A particular primary player may play the featured game for some number of games. Then, another primary player may play in the featured game. In various embodiments, a primary player need not make any special efforts to be in the featured game. Instead, for example, a cameraman may travel around a casino, alternately filming different primary players involved in games. The game of the primary player currently being filmed may be the featured game.

Featured Game on a Mobile Device

In various embodiments, the featured game may be presented on a mobile gaming device. For example, a secondary player may watch the progress and the events of the featured game on his mobile gaming device. The secondary player may also place bets on the featured game using his mobile gaming device. In various embodiments, the featured game may be presented on any device, including on a gaming device. For example, a secondary player may watch the featured game on a display screen of a slot machine. The secondary player may even place bets on the featured game using the slot machine interface.

Bet on any Game

In various embodiments, a secondary player may bet on events within any particular game, including betting on the outcome of any particular game. The secondary player need not be restricted to betting only on a prominently featured game. The secondary player may, for example, decide that he would like to bet on a particular primary player of blackjack who is currently playing at a blackjack table within a casino. The secondary player may then specify, for example, one or more cards that will be dealt in that game. If the secondary player is correct then the secondary player may win a payout.

In various embodiments, a secondary player may bet on an event or events (including an outcome) within a plurality of games. The secondary player may thus stand to win any of the plurality of games has an event resolution that was correctly specified by the secondary player. For example, the secondary player may bet that any player at a blackjack table will get two aces as his first two cards in the next game of blackjack. The secondary player may then win money if any of the players at the blackjack table does in fact get two aces as his first two cards in the next game of blackjack. In various embodiments, the secondary player may win a payout that is based on the number of games in which his specified resolutions actually occurred. In the aforementioned example, the secondary player may win a first amount if the event resolution he specified occurred in one game, and may win a second amount if the event resolution he specified occurred in two games. The second amount may be greater than the first amount. The secondary player may win a special jackpot if the event resolution he specified occurred in all games. In various embodiments, the payout received by a secondary player for specifying an event resolution in a plurality of games may depend on the number of games. If the event specified by the secondary player occurs in one of five games the secondary player may win more than if the event had occurred in one of 25 games.

Specify Event Resolutions that May Apply in Multiple Games

In various embodiments, a secondary player may specify one or more event resolutions, or an outcome. The secondary player may specify, for example, a set of cards that may be dealt, a set of numbers that may be rolled on dice, a number that will arise in roulette, and so on. The event resolutions specified by the secondary player may then apply in a plurality of featured games. For example, the event resolutions may apply in a series of consecutive featured games.

As an example, a secondary player may specify that a primary player in blackjack will receive the two of hearts, ten of clubs and nine of diamonds. The secondary player may further specify that the dealer will receive an ace of spades and a king of spades. The secondary player may then win a prize if the specified cards are dealt to the specified parties (i.e., player and dealer) in any of the next 100 featured games of blackjack.

In various embodiments, the secondary player may be required to make a bet for every featured game in which he participates as a secondary player (e.g., for every game in which he is eligible to win a payout or jackpot). In various embodiments, the secondary player may receive free entry as a secondary player into the featured game so long as the secondary player also is playing in his own game (e.g., in the capacity of a primary player). Where the secondary player receives free entry, a portion of his wager in the secondary player's own game may be used to fund the prize pool or payout in the featured game. For example, 1 cent may come from every secondary player's bet in his/her own game and contribute towards the prize pool of the featured game. The prize pool may build up as a progressive prize until it is won by one of the secondary players.

Specifying the Outcome of Event Resolutions

A secondary player may specify the outcome of event resolutions in various ways. In various embodiments, the secondary player may himself choose particular resolutions. For example, the secondary player may choose particular cards that he thinks will be dealt in the featured game. For example, the secondary player may choose particular numbers that he thinks will be rolled in a featured craps game. In various embodiments, the secondary player does not himself choose an event resolution or outcome. Rather, an event resolution in the secondary player's own game (e.g., a game in which the secondary player is serving as a primary player) may determine what event resolution or outcome in the featured game wins for the secondary player. In various embodiments, an event resolution or outcome in the featured game must match an event resolution or outcome in the secondary player's own game in order for the secondary player to win a payout or prize from the featured game. For example, the secondary player may be playing a game of blackjack (as a primary player). At the same time, the secondary player may place a $1 bet on a featured game of blackjack. The secondary player may win a $10,000 payout if every card dealt in the featured game matches, by rank and suit, every card dealt in the game of the secondary player.

In various embodiments, a secondary player describes the configuration of a game (e.g., of a hand). The description by the secondary player may include a description of what the primary player will have and a description of what the dealer will have. Following the secondary player's description of a configuration, there may be some period of time, or some number of plays during which games are monitored. The games monitored may be featured games or any suitable games within a casino or even outside the casino. The secondary player may win if any of the monitored games then matches the description originally set forth by the secondary player. If the secondary player wins, the secondary player may win a progressive prize.

The following is a list of embodiments, not claims. Various embodiments include:

A. A method comprising:

-   -   receiving a first bet;     -   receiving a first description of a first set of cards;     -   receiving a second description of a second set of cards;

determining a third description of a third set of cards that are dealt to a first player in a first game;

-   -   determining a fourth description of a fourth set of cards that         are dealt to a first dealer in the first game; and     -   providing a payout based on the first bet if the third         description of the third set of cards matches first description         of the first set of cards and if the fourth description of the         fourth set of cards matches the second description of the second         set of cards.

B. The method of embodiment A in which the first description includes a description of the rank and suit of each of the first set of cards.

C. The method of embodiment B in which providing a payout includes providing a payout based on the first bet if the third description of the third set of cards includes a description of the rank and suit of each of the first set of cards and if the fourth description of the fourth set of cards matches the second description of the second set of cards.

D. The method of embodiment A in which the first game is a game of blackjack.

E. The method of embodiment A, further including:

receiving a second bet;

receiving a fifth description of a fifth set of cards;

receiving a sixth description of a sixth set of cards; and

providing a payout based on the second bet if the third description of the third set of cards matches the fifth description of the fifth set of cards and if the fourth description of the fourth set of cards matches the sixth description of the sixth set of cards.

F. The method of embodiment A in which the first set of cards is dealt to a second player in a second game, and in which the second set of cards is dealt to a dealer in the second game.

G. The method of embodiment A further including:

-   -   receiving a second bet;

determining a fifth description of a fifth set of cards that are dealt to a second player in a second game;

-   -   determining a sixth description of a sixth set of cards that are         dealt to a second dealer in the second game; and     -   providing a payout based on the second bet if the fifth         description of the fifth set of cards matches first description         of the first set of cards and if the sixth description of the         sixth set of cards matches the second description of the second         set of cards.

H. The method of embodiment A in which the first bet, the first description, and the second description are all received from a second player, and in which the step of providing includes:

-   -   providing a payout to the second player based on the first bet         if the third description of the third set of cards matches first         description of the first set of cards and if the fourth         description of the fourth set of cards matches the second         description of the second set of cards.

I. A method comprising:

-   -   initializing a progressive prize pool at a first value;     -   receiving a first bet from a first player;     -   setting the progressive prize pool at a second value which is         based on the first value and the first bet;

receiving from the first player a first description of a first set of cards;

-   -   receiving a second bet from a second player;

setting the progressive prize pool at a third value which is based on the second value and the second bet;

receiving from the second player a second description of a second set of cards;

determining a third description of a third set of cards that are dealt in a first game;

providing the progressive prize pool to the first player if the third description of the third set of cards matches the first description of the first set of cards; and

providing the progressive prize pool to the second player if the third description of the third set of cards matches the second description of the second set of cards.

J. The method of embodiment I further including:

-   -   receiving a third bet from a third player;     -   setting the progressive prize pool at a fourth value which is         based on the third value and the third bet;

receiving from the third player a fourth description of a fourth set of cards;

determining a fifth description of a fifth set of cards that are dealt in a second game; and

providing the progressive prize pool to the third player if the fourth description of the fourth set of cards matches the fifth description of the fifth set of cards.

K. A method comprising:

-   -   receiving from a first player a first description of a first set         of cards;

determining a second description of a second set of cards that are dealt in a first game played by a second player;

determining a third description of a third set of cards that are dealt in a second game played by a third player; and

providing a payout to the first player if the first description of the first set of cards matches either the second description of the second set of cards or the third description of the third set of cards.

L. The method of embodiment K in which the second game is played after the first game.

M. The method of embodiment K in which the third player is the same as the second player.

N. The method of embodiment K further including:

-   -   receiving an indication that the first player participates in a         third game at about the same time that the first game is played;         and

receiving an indication that the first player participates in a fourth game at about the same time that the second game is played.

O. The method of embodiment K in which the third game is different from the first game, and in which the fourth game is different from the second game. 

1. (canceled)
 2. A method comprising: controlling, by at least one processor: in response to receiving a request to play a series of games on behalf of a player initiated at a mobile computing device, making a plurality of respective decisions, in which each of the plurality of respective decisions is made at a respective intermediate point in a different one of a plurality of games in the series of games for the player without input, within the series of games, from the player; determining, for each game of the plurality of games, a respective outcome based on a respective intermediate point in the each game and a respective decision made for the each game out of the plurality of respective decisions; in response to determining that a second intermediate point of a second game in the series of games satisfies one or more criteria, soliciting, through the mobile computing device, a second decision to be made by the player in the second game, in which the one or more criteria includes a chance for a payout from resuming play of the second game from the second intermediate point is above a threshold chance, in which the payout is above a first payout threshold other than zero, and in which the first payout threshold exceeds a product of a multiplier greater than one and an amount wagered; and determining a second outcome of the second game based on the second decision.
 3. The method of claim 2, further comprising: controlling, by the at least one processor: receiving the request to play the series of games.
 4. The method of claim 2, further comprising: controlling, by the at least one processor: determining that the second intermediate point satisfies the one or more criteria.
 5. The method of claim 2, further comprising: controlling, by the at least one processor: receiving a decision from the player in response to soliciting the player and using the decision to determine the second outcome.
 6. The method of claim 2, further comprising: controlling, by the at least one processor: determining whether to use at least one of an optimal strategy or a non-optimal strategy during the plurality of games when making the respective decisions at the respective intermediate points, without input from the player, according to a set strategy.
 7. The method of claim 6, in which determining whether to use the at least one of the optimal strategy or the non-optimal strategy includes making a random selection of the at least one of the optimal strategy or the non-optimal strategy from a set of possible strategies.
 8. The method of claim 2, in which the second intermediate point includes a condition of a game.
 9. The method of claim 8, in which the condition includes at least one of a card dealt, a dice value rolled, a card discarded, a visible card, a slot symbol, a number selected, a wagered amount, or an available option.
 10. The method of claim 2, in which the games include a blackjack game.
 11. The method of claim 2, further comprising: controlling, by the at least one processor: following a strategy selected by the player to play the series of games.
 12. The method of claim 2, in which the one or more criteria includes the second intermediate point being associated with two or more possible decisions that lead to same expected winnings for the player.
 13. The method of claim 2, in which the one or more criteria includes the second intermediate point being associated with a wager amount above a non-zero threshold if a selected strategy for playing the second game is followed.
 14. The method of claim 2, in which the one or more criteria includes the second intermediate point that will result in the second outcome being a winning result regardless of the second decision.
 15. The method of claim 2, in which the one or more criteria includes a criterion selected by the player.
 16. The method of claim 2, in which the one or more criteria includes a criterion regarding a sequence of game-related outcomes.
 17. The method of claim 16, in which the game-related outcomes include at least one of a number of winning outcomes or a number a number of losing outcomes.
 18. The method of claim 2, in which the soliciting includes providing an alert through the mobile computing device indicating an amount of time that the player has to provide an input before automatic play of the series of games is resumed.
 19. The method of claim 2, further comprising: controlling, by the at least one processor: after making each respective decision in the plurality of games, providing the player an option to alter the respective decision.
 20. An apparatus comprising: at least one processor configured to control: in response to receiving a request to play a series of games on behalf of a player initiated at a mobile computing device, making a plurality of respective decisions, in which each of the plurality of respective decisions is made at a respective intermediate point in a different one of a plurality of games in the series of games for the player without input, within the series of games, from the player; determining, for each game of the plurality of games, a respective outcome based on a respective intermediate point in the each game and a respective decision made for the each game out of the plurality of respective decisions; in response to determining that a second intermediate point of a second game in the series of games satisfies one or more criteria, soliciting, through the mobile computing device, a second decision to be made by the player in the second game, in which the one or more criteria includes a chance for a payout from resuming play of the second game from the second intermediate point is above a threshold chance, in which the payout is above a first payout threshold other than zero, and in which the first payout threshold exceeds a product of a multiplier greater than one and an amount wagered; and determining a second outcome of the second game based on the second decision.
 21. A non-transitory storage medium configured to store instructions which, when executed by at least processor, control: in response to receiving a request to play a series of games on behalf of a player initiated at a mobile computing device, making a plurality of respective decisions, in which each of the plurality of respective decisions is made at a respective intermediate point in a different one of a plurality of games in the series of games for the player without input, within the series of games, from the player; determining, for each game of the plurality of games, a respective outcome based on a respective intermediate point in the each game and a respective decision made for the each game out of the plurality of respective decisions; in response to determining that a second intermediate point of a second game in the series of games satisfies one or more criteria, soliciting, through the mobile computing device, a second decision to be made by the player in the second game, in which the one or more criteria includes a chance for a payout from resuming play of the second game from the second intermediate point is above a threshold chance, in which the payout is above a first payout threshold other than zero, and in which the first payout threshold exceeds a product of a multiplier greater than one and an amount wagered; and determining a second outcome of the second game based on the second decision. 